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Subscribevideo-SALMONN-o1: Reasoning-enhanced Audio-visual Large Language Model
While recent advancements in reasoning optimization have significantly enhanced the capabilities of large language models (LLMs), existing efforts to improve reasoning have been limited to solving mathematical problems and focusing on visual graphical inputs, neglecting broader applications in general video understanding.This paper proposes video-SALMONN-o1, the first open-source reasoning-enhanced audio-visual LLM designed for general video understanding tasks. To enhance its reasoning abilities, we develop a reasoning-intensive dataset featuring challenging audio-visual questions with step-by-step solutions. We also propose process direct preference optimization (pDPO), which leverages contrastive step selection to achieve efficient step-level reward modelling tailored for multimodal inputs. Additionally, we introduce RivaBench, the first reasoning-intensive video understanding benchmark, featuring over 4,000 high-quality, expert-curated question-answer pairs across scenarios such as standup comedy, academic presentations, and synthetic video detection. video-SALMONN-o1 achieves 3-8% accuracy improvements over the LLaVA-OneVision baseline across different video reasoning benchmarks. Besides, pDPO achieves 6-8% improvements compared to the supervised fine-tuning model on RivaBench. Enhanced reasoning enables video-SALMONN-o1 zero-shot synthetic video detection capabilities.
vS-Graphs: Integrating Visual SLAM and Situational Graphs through Multi-level Scene Understanding
Current Visual Simultaneous Localization and Mapping (VSLAM) systems often struggle to create maps that are both semantically rich and easily interpretable. While incorporating semantic scene knowledge aids in building richer maps with contextual associations among mapped objects, representing them in structured formats like scene graphs has not been widely addressed, encountering complex map comprehension and limited scalability. This paper introduces visual S-Graphs (vS-Graphs), a novel real-time VSLAM framework that integrates vision-based scene understanding with map reconstruction and comprehensible graph-based representation. The framework infers structural elements (i.e., rooms and corridors) from detected building components (i.e., walls and ground surfaces) and incorporates them into optimizable 3D scene graphs. This solution enhances the reconstructed map's semantic richness, comprehensibility, and localization accuracy. Extensive experiments on standard benchmarks and real-world datasets demonstrate that vS-Graphs outperforms state-of-the-art VSLAM methods, reducing trajectory error by an average of 3.38% and up to 9.58% on real-world data. Furthermore, the proposed framework achieves environment-driven semantic entity detection accuracy comparable to precise LiDAR-based frameworks using only visual features. A web page containing more media and evaluation outcomes is available on https://snt-arg.github.io/vsgraphs-results/.
DriveLM: Driving with Graph Visual Question Answering
We study how vision-language models (VLMs) trained on web-scale data can be integrated into end-to-end driving systems to boost generalization and enable interactivity with human users. While recent approaches adapt VLMs to driving via single-round visual question answering (VQA), human drivers reason about decisions in multiple steps. Starting from the localization of key objects, humans estimate object interactions before taking actions. The key insight is that with our proposed task, Graph VQA, where we model graph-structured reasoning through perception, prediction and planning question-answer pairs, we obtain a suitable proxy task to mimic the human reasoning process. We instantiate datasets (DriveLM-Data) built upon nuScenes and CARLA, and propose a VLM-based baseline approach (DriveLM-Agent) for jointly performing Graph VQA and end-to-end driving. The experiments demonstrate that Graph VQA provides a simple, principled framework for reasoning about a driving scene, and DriveLM-Data provides a challenging benchmark for this task. Our DriveLM-Agent baseline performs end-to-end autonomous driving competitively in comparison to state-of-the-art driving-specific architectures. Notably, its benefits are pronounced when it is evaluated zero-shot on unseen objects or sensor configurations. We hope this work can be the starting point to shed new light on how to apply VLMs for autonomous driving. To facilitate future research, all code, data, and models are available to the public.
Improving Image Captioning with Better Use of Captions
Image captioning is a multimodal problem that has drawn extensive attention in both the natural language processing and computer vision community. In this paper, we present a novel image captioning architecture to better explore semantics available in captions and leverage that to enhance both image representation and caption generation. Our models first construct caption-guided visual relationship graphs that introduce beneficial inductive bias using weakly supervised multi-instance learning. The representation is then enhanced with neighbouring and contextual nodes with their textual and visual features. During generation, the model further incorporates visual relationships using multi-task learning for jointly predicting word and object/predicate tag sequences. We perform extensive experiments on the MSCOCO dataset, showing that the proposed framework significantly outperforms the baselines, resulting in the state-of-the-art performance under a wide range of evaluation metrics.
GVdoc: Graph-based Visual Document Classification
The robustness of a model for real-world deployment is decided by how well it performs on unseen data and distinguishes between in-domain and out-of-domain samples. Visual document classifiers have shown impressive performance on in-distribution test sets. However, they tend to have a hard time correctly classifying and differentiating out-of-distribution examples. Image-based classifiers lack the text component, whereas multi-modality transformer-based models face the token serialization problem in visual documents due to their diverse layouts. They also require a lot of computing power during inference, making them impractical for many real-world applications. We propose, GVdoc, a graph-based document classification model that addresses both of these challenges. Our approach generates a document graph based on its layout, and then trains a graph neural network to learn node and graph embeddings. Through experiments, we show that our model, even with fewer parameters, outperforms state-of-the-art models on out-of-distribution data while retaining comparable performance on the in-distribution test set.
MolGrapher: Graph-based Visual Recognition of Chemical Structures
The automatic analysis of chemical literature has immense potential to accelerate the discovery of new materials and drugs. Much of the critical information in patent documents and scientific articles is contained in figures, depicting the molecule structures. However, automatically parsing the exact chemical structure is a formidable challenge, due to the amount of detailed information, the diversity of drawing styles, and the need for training data. In this work, we introduce MolGrapher to recognize chemical structures visually. First, a deep keypoint detector detects the atoms. Second, we treat all candidate atoms and bonds as nodes and put them in a graph. This construct allows a natural graph representation of the molecule. Last, we classify atom and bond nodes in the graph with a Graph Neural Network. To address the lack of real training data, we propose a synthetic data generation pipeline producing diverse and realistic results. In addition, we introduce a large-scale benchmark of annotated real molecule images, USPTO-30K, to spur research on this critical topic. Extensive experiments on five datasets show that our approach significantly outperforms classical and learning-based methods in most settings. Code, models, and datasets are available.
ERNIE-ViL: Knowledge Enhanced Vision-Language Representations Through Scene Graph
We propose a knowledge-enhanced approach, ERNIE-ViL, which incorporates structured knowledge obtained from scene graphs to learn joint representations of vision-language. ERNIE-ViL tries to build the detailed semantic connections (objects, attributes of objects and relationships between objects) across vision and language, which are essential to vision-language cross-modal tasks. Utilizing scene graphs of visual scenes, ERNIE-ViL constructs Scene Graph Prediction tasks, i.e., Object Prediction, Attribute Prediction and Relationship Prediction tasks in the pre-training phase. Specifically, these prediction tasks are implemented by predicting nodes of different types in the scene graph parsed from the sentence. Thus, ERNIE-ViL can learn the joint representations characterizing the alignments of the detailed semantics across vision and language. After pre-training on large scale image-text aligned datasets, we validate the effectiveness of ERNIE-ViL on 5 cross-modal downstream tasks. ERNIE-ViL achieves state-of-the-art performances on all these tasks and ranks the first place on the VCR leaderboard with an absolute improvement of 3.7%.
Scene Graph Generation by Iterative Message Passing
Understanding a visual scene goes beyond recognizing individual objects in isolation. Relationships between objects also constitute rich semantic information about the scene. In this work, we explicitly model the objects and their relationships using scene graphs, a visually-grounded graphical structure of an image. We propose a novel end-to-end model that generates such structured scene representation from an input image. The model solves the scene graph inference problem using standard RNNs and learns to iteratively improves its predictions via message passing. Our joint inference model can take advantage of contextual cues to make better predictions on objects and their relationships. The experiments show that our model significantly outperforms previous methods for generating scene graphs using Visual Genome dataset and inferring support relations with NYU Depth v2 dataset.
SAM-Aware Graph Prompt Reasoning Network for Cross-Domain Few-Shot Segmentation
The primary challenge of cross-domain few-shot segmentation (CD-FSS) is the domain disparity between the training and inference phases, which can exist in either the input data or the target classes. Previous models struggle to learn feature representations that generalize to various unknown domains from limited training domain samples. In contrast, the large-scale visual model SAM, pre-trained on tens of millions of images from various domains and classes, possesses excellent generalizability. In this work, we propose a SAM-aware graph prompt reasoning network (GPRN) that fully leverages SAM to guide CD-FSS feature representation learning and improve prediction accuracy. Specifically, we propose a SAM-aware prompt initialization module (SPI) to transform the masks generated by SAM into visual prompts enriched with high-level semantic information. Since SAM tends to divide an object into many sub-regions, this may lead to visual prompts representing the same semantic object having inconsistent or fragmented features. We further propose a graph prompt reasoning (GPR) module that constructs a graph among visual prompts to reason about their interrelationships and enable each visual prompt to aggregate information from similar prompts, thus achieving global semantic consistency. Subsequently, each visual prompt embeds its semantic information into the corresponding mask region to assist in feature representation learning. To refine the segmentation mask during testing, we also design a non-parameter adaptive point selection module (APS) to select representative point prompts from query predictions and feed them back to SAM to refine inaccurate segmentation results. Experiments on four standard CD-FSS datasets demonstrate that our method establishes new state-of-the-art results. Code: https://github.com/CVL-hub/GPRN.
VISREAS: Complex Visual Reasoning with Unanswerable Questions
Verifying a question's validity before answering is crucial in real-world applications, where users may provide imperfect instructions. In this scenario, an ideal model should address the discrepancies in the query and convey them to the users rather than generating the best possible answer. Addressing this requirement, we introduce a new compositional visual question-answering dataset, VISREAS, that consists of answerable and unanswerable visual queries formulated by traversing and perturbing commonalities and differences among objects, attributes, and relations. VISREAS contains 2.07M semantically diverse queries generated automatically using Visual Genome scene graphs. The unique feature of this task, validating question answerability with respect to an image before answering, and the poor performance of state-of-the-art models inspired the design of a new modular baseline, LOGIC2VISION that reasons by producing and executing pseudocode without any external modules to generate the answer. LOGIC2VISION outperforms generative models in VISREAS (+4.82% over LLaVA-1.5; +12.23% over InstructBLIP) and achieves a significant gain in performance against the classification models.
3D Dynamic Scene Graphs: Actionable Spatial Perception with Places, Objects, and Humans
We present a unified representation for actionable spatial perception: 3D Dynamic Scene Graphs. Scene graphs are directed graphs where nodes represent entities in the scene (e.g. objects, walls, rooms), and edges represent relations (e.g. inclusion, adjacency) among nodes. Dynamic scene graphs (DSGs) extend this notion to represent dynamic scenes with moving agents (e.g. humans, robots), and to include actionable information that supports planning and decision-making (e.g. spatio-temporal relations, topology at different levels of abstraction). Our second contribution is to provide the first fully automatic Spatial PerceptIon eNgine(SPIN) to build a DSG from visual-inertial data. We integrate state-of-the-art techniques for object and human detection and pose estimation, and we describe how to robustly infer object, robot, and human nodes in crowded scenes. To the best of our knowledge, this is the first paper that reconciles visual-inertial SLAM and dense human mesh tracking. Moreover, we provide algorithms to obtain hierarchical representations of indoor environments (e.g. places, structures, rooms) and their relations. Our third contribution is to demonstrate the proposed spatial perception engine in a photo-realistic Unity-based simulator, where we assess its robustness and expressiveness. Finally, we discuss the implications of our proposal on modern robotics applications. 3D Dynamic Scene Graphs can have a profound impact on planning and decision-making, human-robot interaction, long-term autonomy, and scene prediction. A video abstract is available at https://youtu.be/SWbofjhyPzI
OmniX: From Unified Panoramic Generation and Perception to Graphics-Ready 3D Scenes
There are two prevalent ways to constructing 3D scenes: procedural generation and 2D lifting. Among them, panorama-based 2D lifting has emerged as a promising technique, leveraging powerful 2D generative priors to produce immersive, realistic, and diverse 3D environments. In this work, we advance this technique to generate graphics-ready 3D scenes suitable for physically based rendering (PBR), relighting, and simulation. Our key insight is to repurpose 2D generative models for panoramic perception of geometry, textures, and PBR materials. Unlike existing 2D lifting approaches that emphasize appearance generation and ignore the perception of intrinsic properties, we present OmniX, a versatile and unified framework. Based on a lightweight and efficient cross-modal adapter structure, OmniX reuses 2D generative priors for a broad range of panoramic vision tasks, including panoramic perception, generation, and completion. Furthermore, we construct a large-scale synthetic panorama dataset containing high-quality multimodal panoramas from diverse indoor and outdoor scenes. Extensive experiments demonstrate the effectiveness of our model in panoramic visual perception and graphics-ready 3D scene generation, opening new possibilities for immersive and physically realistic virtual world generation.
Alfie: Democratising RGBA Image Generation With No $$$
Designs and artworks are ubiquitous across various creative fields, requiring graphic design skills and dedicated software to create compositions that include many graphical elements, such as logos, icons, symbols, and art scenes, which are integral to visual storytelling. Automating the generation of such visual elements improves graphic designers' productivity, democratizes and innovates the creative industry, and helps generate more realistic synthetic data for related tasks. These illustration elements are mostly RGBA images with irregular shapes and cutouts, facilitating blending and scene composition. However, most image generation models are incapable of generating such images and achieving this capability requires expensive computational resources, specific training recipes, or post-processing solutions. In this work, we propose a fully-automated approach for obtaining RGBA illustrations by modifying the inference-time behavior of a pre-trained Diffusion Transformer model, exploiting the prompt-guided controllability and visual quality offered by such models with no additional computational cost. We force the generation of entire subjects without sharp croppings, whose background is easily removed for seamless integration into design projects or artistic scenes. We show with a user study that, in most cases, users prefer our solution over generating and then matting an image, and we show that our generated illustrations yield good results when used as inputs for composite scene generation pipelines. We release the code at https://github.com/aimagelab/Alfie.
UKnow: A Unified Knowledge Protocol for Common-Sense Reasoning and Vision-Language Pre-training
This work presents a unified knowledge protocol, called UKnow, which facilitates knowledge-based studies from the perspective of data. Particularly focusing on visual and linguistic modalities, we categorize data knowledge into five unit types, namely, in-image, in-text, cross-image, cross-text, and image-text, and set up an efficient pipeline to help construct the multimodal knowledge graph from any data collection. Thanks to the logical information naturally contained in knowledge graph, organizing datasets under UKnow format opens up more possibilities of data usage compared to the commonly used image-text pairs. Following UKnow protocol, we collect, from public international news, a large-scale multimodal knowledge graph dataset that consists of 1,388,568 nodes (with 571,791 vision-related ones) and 3,673,817 triplets. The dataset is also annotated with rich event tags, including 11 coarse labels and 9,185 fine labels. Experiments on four benchmarks demonstrate the potential of UKnow in supporting common-sense reasoning and boosting vision-language pre-training with a single dataset, benefiting from its unified form of knowledge organization. Code, dataset, and models will be made publicly available.
Relation-Aware Diffusion Model for Controllable Poster Layout Generation
Poster layout is a crucial aspect of poster design. Prior methods primarily focus on the correlation between visual content and graphic elements. However, a pleasant layout should also consider the relationship between visual and textual contents and the relationship between elements. In this study, we introduce a relation-aware diffusion model for poster layout generation that incorporates these two relationships in the generation process. Firstly, we devise a visual-textual relation-aware module that aligns the visual and textual representations across modalities, thereby enhancing the layout's efficacy in conveying textual information. Subsequently, we propose a geometry relation-aware module that learns the geometry relationship between elements by comprehensively considering contextual information. Additionally, the proposed method can generate diverse layouts based on user constraints. To advance research in this field, we have constructed a poster layout dataset named CGL-Dataset V2. Our proposed method outperforms state-of-the-art methods on CGL-Dataset V2. The data and code will be available at https://github.com/liuan0803/RADM.
Specifying Object Attributes and Relations in Interactive Scene Generation
We introduce a method for the generation of images from an input scene graph. The method separates between a layout embedding and an appearance embedding. The dual embedding leads to generated images that better match the scene graph, have higher visual quality, and support more complex scene graphs. In addition, the embedding scheme supports multiple and diverse output images per scene graph, which can be further controlled by the user. We demonstrate two modes of per-object control: (i) importing elements from other images, and (ii) navigation in the object space, by selecting an appearance archetype. Our code is publicly available at https://www.github.com/ashual/scene_generation
InfographicVQA
Infographics are documents designed to effectively communicate information using a combination of textual, graphical and visual elements. In this work, we explore the automatic understanding of infographic images by using Visual Question Answering technique.To this end, we present InfographicVQA, a new dataset that comprises a diverse collection of infographics along with natural language questions and answers annotations. The collected questions require methods to jointly reason over the document layout, textual content, graphical elements, and data visualizations. We curate the dataset with emphasis on questions that require elementary reasoning and basic arithmetic skills. Finally, we evaluate two strong baselines based on state of the art multi-modal VQA models, and establish baseline performance for the new task. The dataset, code and leaderboard will be made available at http://docvqa.org
Scene Graph as Pivoting: Inference-time Image-free Unsupervised Multimodal Machine Translation with Visual Scene Hallucination
In this work, we investigate a more realistic unsupervised multimodal machine translation (UMMT) setup, inference-time image-free UMMT, where the model is trained with source-text image pairs, and tested with only source-text inputs. First, we represent the input images and texts with the visual and language scene graphs (SG), where such fine-grained vision-language features ensure a holistic understanding of the semantics. To enable pure-text input during inference, we devise a visual scene hallucination mechanism that dynamically generates pseudo visual SG from the given textual SG. Several SG-pivoting based learning objectives are introduced for unsupervised translation training. On the benchmark Multi30K data, our SG-based method outperforms the best-performing baseline by significant BLEU scores on the task and setup, helping yield translations with better completeness, relevance and fluency without relying on paired images. Further in-depth analyses reveal how our model advances in the task setting.
SCENIR: Visual Semantic Clarity through Unsupervised Scene Graph Retrieval
Despite the dominance of convolutional and transformer-based architectures in image-to-image retrieval, these models are prone to biases arising from low-level visual features, such as color. Recognizing the lack of semantic understanding as a key limitation, we propose a novel scene graph-based retrieval framework that emphasizes semantic content over superficial image characteristics. Prior approaches to scene graph retrieval predominantly rely on supervised Graph Neural Networks (GNNs), which require ground truth graph pairs driven from image captions. However, the inconsistency of caption-based supervision stemming from variable text encodings undermine retrieval reliability. To address these, we present SCENIR, a Graph Autoencoder-based unsupervised retrieval framework, which eliminates the dependence on labeled training data. Our model demonstrates superior performance across metrics and runtime efficiency, outperforming existing vision-based, multimodal, and supervised GNN approaches. We further advocate for Graph Edit Distance (GED) as a deterministic and robust ground truth measure for scene graph similarity, replacing the inconsistent caption-based alternatives for the first time in image-to-image retrieval evaluation. Finally, we validate the generalizability of our method by applying it to unannotated datasets via automated scene graph generation, while substantially contributing in advancing state-of-the-art in counterfactual image retrieval.
LLaVA-SpaceSGG: Visual Instruct Tuning for Open-vocabulary Scene Graph Generation with Enhanced Spatial Relations
Scene Graph Generation (SGG) converts visual scenes into structured graph representations, providing deeper scene understanding for complex vision tasks. However, existing SGG models often overlook essential spatial relationships and struggle with generalization in open-vocabulary contexts. To address these limitations, we propose LLaVA-SpaceSGG, a multimodal large language model (MLLM) designed for open-vocabulary SGG with enhanced spatial relation modeling. To train it, we collect the SGG instruction-tuning dataset, named SpaceSGG. This dataset is constructed by combining publicly available datasets and synthesizing data using open-source models within our data construction pipeline. It combines object locations, object relations, and depth information, resulting in three data formats: spatial SGG description, question-answering, and conversation. To enhance the transfer of MLLMs' inherent capabilities to the SGG task, we introduce a two-stage training paradigm. Experiments show that LLaVA-SpaceSGG outperforms other open-vocabulary SGG methods, boosting recall by 8.6% and mean recall by 28.4% compared to the baseline. Our codebase, dataset, and trained models are publicly accessible on GitHub at the following URL: https://github.com/Endlinc/LLaVA-SpaceSGG.
SceneGraphLoc: Cross-Modal Coarse Visual Localization on 3D Scene Graphs
We introduce a novel problem, i.e., the localization of an input image within a multi-modal reference map represented by a database of 3D scene graphs. These graphs comprise multiple modalities, including object-level point clouds, images, attributes, and relationships between objects, offering a lightweight and efficient alternative to conventional methods that rely on extensive image databases. Given the available modalities, the proposed method SceneGraphLoc learns a fixed-sized embedding for each node (i.e., representing an object instance) in the scene graph, enabling effective matching with the objects visible in the input query image. This strategy significantly outperforms other cross-modal methods, even without incorporating images into the map embeddings. When images are leveraged, SceneGraphLoc achieves performance close to that of state-of-the-art techniques depending on large image databases, while requiring three orders-of-magnitude less storage and operating orders-of-magnitude faster. The code will be made public.
Graph-Based Captioning: Enhancing Visual Descriptions by Interconnecting Region Captions
Humans describe complex scenes with compositionality, using simple text descriptions enriched with links and relationships. While vision-language research has aimed to develop models with compositional understanding capabilities, this is not reflected yet in existing datasets which, for the most part, still use plain text to describe images. In this work, we propose a new annotation strategy, graph-based captioning (GBC) that describes an image using a labelled graph structure, with nodes of various types. The nodes in GBC are created using, in a first stage, object detection and dense captioning tools nested recursively to uncover and describe entity nodes, further linked together in a second stage by highlighting, using new types of nodes, compositions and relations among entities. Since all GBC nodes hold plain text descriptions, GBC retains the flexibility found in natural language, but can also encode hierarchical information in its edges. We demonstrate that GBC can be produced automatically, using off-the-shelf multimodal LLMs and open-vocabulary detection models, by building a new dataset, GBC10M, gathering GBC annotations for about 10M images of the CC12M dataset. We use GBC10M to showcase the wealth of node captions uncovered by GBC, as measured with CLIP training. We show that using GBC nodes' annotations -- notably those stored in composition and relation nodes -- results in significant performance boost on downstream models when compared to other dataset formats. To further explore the opportunities provided by GBC, we also propose a new attention mechanism that can leverage the entire GBC graph, with encouraging experimental results that show the extra benefits of incorporating the graph structure. Our datasets are released at https://huggingface.co/graph-based-captions.
GTR-CoT: Graph Traversal as Visual Chain of Thought for Molecular Structure Recognition
Optical Chemical Structure Recognition (OCSR) is crucial for digitizing chemical knowledge by converting molecular images into machine-readable formats. While recent vision-language models (VLMs) have shown potential in this task, their image-captioning approach often struggles with complex molecular structures and inconsistent annotations. To overcome these challenges, we introduce GTR-Mol-VLM, a novel framework featuring two key innovations: (1) the Graph Traversal as Visual Chain of Thought mechanism that emulates human reasoning by incrementally parsing molecular graphs through sequential atom-bond predictions, and (2) the data-centric principle of Faithfully Recognize What You've Seen, which addresses the mismatch between abbreviated structures in images and their expanded annotations. To support model development, we constructed GTR-CoT-1.3M, a large-scale instruction-tuning dataset with meticulously corrected annotations, and introduced MolRec-Bench, the first benchmark designed for a fine-grained evaluation of graph-parsing accuracy in OCSR. Comprehensive experiments demonstrate that GTR-Mol-VLM achieves superior results compared to specialist models, chemistry-domain VLMs, and commercial general-purpose VLMs. Notably, in scenarios involving molecular images with functional group abbreviations, GTR-Mol-VLM outperforms the second-best baseline by approximately 14 percentage points, both in SMILES-based and graph-based metrics. We hope that this work will drive OCSR technology to more effectively meet real-world needs, thereby advancing the fields of cheminformatics and AI for Science. We will release GTR-CoT at https://github.com/opendatalab/GTR-CoT.
Expanding Scene Graph Boundaries: Fully Open-vocabulary Scene Graph Generation via Visual-Concept Alignment and Retention
Scene Graph Generation (SGG) offers a structured representation critical in many computer vision applications. Traditional SGG approaches, however, are limited by a closed-set assumption, restricting their ability to recognize only predefined object and relation categories. To overcome this, we categorize SGG scenarios into four distinct settings based on the node and edge: Closed-set SGG, Open Vocabulary (object) Detection-based SGG (OvD-SGG), Open Vocabulary Relation-based SGG (OvR-SGG), and Open Vocabulary Detection + Relation-based SGG (OvD+R-SGG). While object-centric open vocabulary SGG has been studied recently, the more challenging problem of relation-involved open-vocabulary SGG remains relatively unexplored. To fill this gap, we propose a unified framework named OvSGTR towards fully open vocabulary SGG from a holistic view. The proposed framework is an end-toend transformer architecture, which learns a visual-concept alignment for both nodes and edges, enabling the model to recognize unseen categories. For the more challenging settings of relation-involved open vocabulary SGG, the proposed approach integrates relation-aware pre-training utilizing image-caption data and retains visual-concept alignment through knowledge distillation. Comprehensive experimental results on the Visual Genome benchmark demonstrate the effectiveness and superiority of the proposed framework.
Interpretable Medical Image Visual Question Answering via Multi-Modal Relationship Graph Learning
Medical visual question answering (VQA) aims to answer clinically relevant questions regarding input medical images. This technique has the potential to improve the efficiency of medical professionals while relieving the burden on the public health system, particularly in resource-poor countries. Existing medical VQA methods tend to encode medical images and learn the correspondence between visual features and questions without exploiting the spatial, semantic, or medical knowledge behind them. This is partially because of the small size of the current medical VQA dataset, which often includes simple questions. Therefore, we first collected a comprehensive and large-scale medical VQA dataset, focusing on chest X-ray images. The questions involved detailed relationships, such as disease names, locations, levels, and types in our dataset. Based on this dataset, we also propose a novel baseline method by constructing three different relationship graphs: spatial relationship, semantic relationship, and implicit relationship graphs on the image regions, questions, and semantic labels. The answer and graph reasoning paths are learned for different questions.
Composition-aware Graphic Layout GAN for Visual-textual Presentation Designs
In this paper, we study the graphic layout generation problem of producing high-quality visual-textual presentation designs for given images. We note that image compositions, which contain not only global semantics but also spatial information, would largely affect layout results. Hence, we propose a deep generative model, dubbed as composition-aware graphic layout GAN (CGL-GAN), to synthesize layouts based on the global and spatial visual contents of input images. To obtain training images from images that already contain manually designed graphic layout data, previous work suggests masking design elements (e.g., texts and embellishments) as model inputs, which inevitably leaves hint of the ground truth. We study the misalignment between the training inputs (with hint masks) and test inputs (without masks), and design a novel domain alignment module (DAM) to narrow this gap. For training, we built a large-scale layout dataset which consists of 60,548 advertising posters with annotated layout information. To evaluate the generated layouts, we propose three novel metrics according to aesthetic intuitions. Through both quantitative and qualitative evaluations, we demonstrate that the proposed model can synthesize high-quality graphic layouts according to image compositions.
GRAFT: GRaPH and Table Reasoning for Textual Alignment -- A Benchmark for Structured Instruction Following and Visual Reasoning
GRAFT is a structured multimodal benchmark for evaluating models on instruction-following, visual reasoning, and visual-textual alignment tasks. It features programmatically generated charts and synthetically rendered tables, created with Python visualization libraries to ensure control over data semantics, structure, and clarity. Each GRAFT instance pairs a chart or table image with a systematically generated, multi-step analytical question based solely on visual content. Answers are provided in structured formats such as JSON or YAML, supporting consistent evaluation of both reasoning and output format. The benchmark introduces a taxonomy of reasoning types including comparison, trend identification, ranking, aggregation, proportion estimation, and anomaly detection to enable comprehensive assessment. Reference answers follow strict factual and formatting guidelines for precise, aspect-based evaluation. GRAFT offers a unified, scalable framework for fine-grained benchmarking of multimodal models on visually grounded, structured reasoning tasks, setting a new evaluation standard in this field.
VL-SAT: Visual-Linguistic Semantics Assisted Training for 3D Semantic Scene Graph Prediction in Point Cloud
The task of 3D semantic scene graph (3DSSG) prediction in the point cloud is challenging since (1) the 3D point cloud only captures geometric structures with limited semantics compared to 2D images, and (2) long-tailed relation distribution inherently hinders the learning of unbiased prediction. Since 2D images provide rich semantics and scene graphs are in nature coped with languages, in this study, we propose Visual-Linguistic Semantics Assisted Training (VL-SAT) scheme that can significantly empower 3DSSG prediction models with discrimination about long-tailed and ambiguous semantic relations. The key idea is to train a powerful multi-modal oracle model to assist the 3D model. This oracle learns reliable structural representations based on semantics from vision, language, and 3D geometry, and its benefits can be heterogeneously passed to the 3D model during the training stage. By effectively utilizing visual-linguistic semantics in training, our VL-SAT can significantly boost common 3DSSG prediction models, such as SGFN and SGGpoint, only with 3D inputs in the inference stage, especially when dealing with tail relation triplets. Comprehensive evaluations and ablation studies on the 3DSSG dataset have validated the effectiveness of the proposed scheme. Code is available at https://github.com/wz7in/CVPR2023-VLSAT.
Zero-shot Visual Question Answering using Knowledge Graph
Incorporating external knowledge to Visual Question Answering (VQA) has become a vital practical need. Existing methods mostly adopt pipeline approaches with different components for knowledge matching and extraction, feature learning, etc.However, such pipeline approaches suffer when some component does not perform well, which leads to error propagation and poor overall performance. Furthermore, the majority of existing approaches ignore the answer bias issue -- many answers may have never appeared during training (i.e., unseen answers) in real-word application. To bridge these gaps, in this paper, we propose a Zero-shot VQA algorithm using knowledge graphs and a mask-based learning mechanism for better incorporating external knowledge, and present new answer-based Zero-shot VQA splits for the F-VQA dataset. Experiments show that our method can achieve state-of-the-art performance in Zero-shot VQA with unseen answers, meanwhile dramatically augment existing end-to-end models on the normal F-VQA task.
Oedipus and the Sphinx: Benchmarking and Improving Visual Language Models for Complex Graphic Reasoning
Evaluating the performance of visual language models (VLMs) in graphic reasoning tasks has become an important research topic. However, VLMs still show obvious deficiencies in simulating human-level graphic reasoning capabilities, especially in complex graphic reasoning and abstract problem solving, which are less studied and existing studies only focus on simple graphics. To evaluate the performance of VLMs in complex graphic reasoning, we propose ReasonBench, the first evaluation benchmark focused on structured graphic reasoning tasks, which includes 1,613 questions from real-world intelligence tests. ReasonBench covers reasoning dimensions related to location, attribute, quantity, and multi-element tasks, providing a comprehensive evaluation of the performance of VLMs in spatial, relational, and abstract reasoning capabilities. We benchmark 11 mainstream VLMs (including closed-source and open-source models) and reveal significant limitations of current models. Based on these findings, we propose a dual optimization strategy: Diagrammatic Reasoning Chain (DiaCoT) enhances the interpretability of reasoning by decomposing layers, and ReasonTune enhances the task adaptability of model reasoning through training, all of which improves VLM performance by 33.5\%. All experimental data and code are in the repository: https://huggingface.co/datasets/cistine/ReasonBench.
UAV-assisted Visual SLAM Generating Reconstructed 3D Scene Graphs in GPS-denied Environments
Aerial robots play a vital role in various applications where the situational awareness of the robots concerning the environment is a fundamental demand. As one such use case, drones in GPS-denied environments require equipping with different sensors (e.g., vision sensors) that provide reliable sensing results while performing pose estimation and localization. In this paper, reconstructing the maps of indoor environments alongside generating 3D scene graphs for a high-level representation using a camera mounted on a drone is targeted. Accordingly, an aerial robot equipped with a companion computer and an RGB-D camera was built and employed to be appropriately integrated with a Visual Simultaneous Localization and Mapping (VSLAM) framework proposed by the authors. To enhance the situational awareness of the robot while reconstructing maps, various structural elements, including doors and walls, were labeled with printed fiducial markers, and a dictionary of the topological relations among them was fed to the system. The VSLAM system detects markers and reconstructs the map of the indoor areas enriched with higher-level semantic entities, including corridors and rooms. Another achievement is generating multi-layered vision-based situational graphs containing enhanced hierarchical representations of the indoor environment. In this regard, integrating VSLAM into the employed drone is the primary target of this paper to provide an end-to-end robot application for GPS-denied environments. To show the practicality of the system, various real-world condition experiments have been conducted in indoor scenarios with dissimilar structural layouts. Evaluations show the proposed drone application can perform adequately w.r.t. the ground-truth data and its baseline.
BOK-VQA: Bilingual outside Knowledge-Based Visual Question Answering via Graph Representation Pretraining
The current research direction in generative models, such as the recently developed GPT4, aims to find relevant knowledge information for multimodal and multilingual inputs to provide answers. Under these research circumstances, the demand for multilingual evaluation of visual question answering (VQA) tasks, a representative task of multimodal systems, has increased. Accordingly, we propose a bilingual outside-knowledge VQA (BOK-VQA) dataset in this study that can be extended to multilingualism. The proposed data include 17K images, 17K question-answer pairs for both Korean and English and 280K instances of knowledge information related to question-answer content. We also present a framework that can effectively inject knowledge information into a VQA system by pretraining the knowledge information of BOK-VQA data in the form of graph embeddings. Finally, through in-depth analysis, we demonstrated the actual effect of the knowledge information contained in the constructed training data on VQA.
EmbodiedVSR: Dynamic Scene Graph-Guided Chain-of-Thought Reasoning for Visual Spatial Tasks
While multimodal large language models (MLLMs) have made groundbreaking progress in embodied intelligence, they still face significant challenges in spatial reasoning for complex long-horizon tasks. To address this gap, we propose EmbodiedVSR (Embodied Visual Spatial Reasoning), a novel framework that integrates dynamic scene graph-guided Chain-of-Thought (CoT) reasoning to enhance spatial understanding for embodied agents. By explicitly constructing structured knowledge representations through dynamic scene graphs, our method enables zero-shot spatial reasoning without task-specific fine-tuning. This approach not only disentangles intricate spatial relationships but also aligns reasoning steps with actionable environmental dynamics. To rigorously evaluate performance, we introduce the eSpatial-Benchmark, a comprehensive dataset including real-world embodied scenarios with fine-grained spatial annotations and adaptive task difficulty levels. Experiments demonstrate that our framework significantly outperforms existing MLLM-based methods in accuracy and reasoning coherence, particularly in long-horizon tasks requiring iterative environment interaction. The results reveal the untapped potential of MLLMs for embodied intelligence when equipped with structured, explainable reasoning mechanisms, paving the way for more reliable deployment in real-world spatial applications. The codes and datasets will be released soon.
What Kind of Visual Tokens Do We Need? Training-free Visual Token Pruning for Multi-modal Large Language Models from the Perspective of Graph
Recent Multimodal Large Language Models(MLLMs) often use a large number of visual tokens to compensate their visual shortcoming, leading to excessive computation and obvious visual redundancy. In this paper, we investigate what kind of visual tokens are needed for MLLMs, and reveal that both foreground and background tokens are critical for MLLMs given the varying difficulties of examples. Based on this observation, we propose a graph-based method towards training-free visual token pruning, termed G-Prune.In particular, G-Prune regards visual tokens as nodes, and construct their connections based on their semantic similarities. Afterwards, the information flow is propagated via weighted links, and the most important tokens after iterations are kept for MLLMs, which can be front or background.To validate G-Prune, we apply it to a recent MLLM called LLaVA-NeXT, and conduct extensive experiments on a set of benchmarks.The experiment results show that G-Prune can greatly reduce computation overhead while retaining high performance on both coarse- and fine-grained tasks. For instance, G-Prune can reduce 63.57\% FLOPs of LLaVA-NeXT on VQA2.0 and TextVQA with only 0.95\% and 2.34\% accuracy drops, respectively.
STHG: Spatial-Temporal Heterogeneous Graph Learning for Advanced Audio-Visual Diarization
This report introduces our novel method named STHG for the Audio-Visual Diarization task of the Ego4D Challenge 2023. Our key innovation is that we model all the speakers in a video using a single, unified heterogeneous graph learning framework. Unlike previous approaches that require a separate component solely for the camera wearer, STHG can jointly detect the speech activities of all people including the camera wearer. Our final method obtains 61.1% DER on the test set of Ego4D, which significantly outperforms all the baselines as well as last year's winner. Our submission achieved 1st place in the Ego4D Challenge 2023. We additionally demonstrate that applying the off-the-shelf speech recognition system to the diarized speech segments by STHG produces a competitive performance on the Speech Transcription task of this challenge.
VisText: A Benchmark for Semantically Rich Chart Captioning
Captions that describe or explain charts help improve recall and comprehension of the depicted data and provide a more accessible medium for people with visual disabilities. However, current approaches for automatically generating such captions struggle to articulate the perceptual or cognitive features that are the hallmark of charts (e.g., complex trends and patterns). In response, we introduce VisText: a dataset of 12,441 pairs of charts and captions that describe the charts' construction, report key statistics, and identify perceptual and cognitive phenomena. In VisText, a chart is available as three representations: a rasterized image, a backing data table, and a scene graph -- a hierarchical representation of a chart's visual elements akin to a web page's Document Object Model (DOM). To evaluate the impact of VisText, we fine-tune state-of-the-art language models on our chart captioning task and apply prefix-tuning to produce captions that vary the semantic content they convey. Our models generate coherent, semantically rich captions and perform on par with state-of-the-art chart captioning models across machine translation and text generation metrics. Through qualitative analysis, we identify six broad categories of errors that our models make that can inform future work.
Multimodal Graph Benchmark
Associating unstructured data with structured information is crucial for real-world tasks that require relevance search. However, existing graph learning benchmarks often overlook the rich semantic information associate with each node. To bridge such gap, we introduce the Multimodal Graph Benchmark (MM-GRAPH), the first comprehensive multi-modal graph benchmark that incorporates both textual and visual information. MM-GRAPH surpasses previous efforts, which have primarily focused on text-attributed graphs with various connectivity patterns. MM-GRAPH consists of five graph learning datasets of various scales that are appropriate for different learning tasks. Their multimodal node features, enabling a more comprehensive evaluation of graph learning algorithms in real-world scenarios. To facilitate research on multimodal graph learning, we further provide an extensive study on the performance of various graph neural networks in the presence of features from various modalities. MM-GRAPH aims to foster research on multimodal graph learning and drive the development of more advanced and robust graph learning algorithms. By providing a diverse set of datasets and benchmarks, MM-GRAPH enables researchers to evaluate and compare their models in realistic settings, ultimately leading to improved performance on real-world applications that rely on multimodal graph data.
Do Vision-Language Models Really Understand Visual Language?
Visual language is a system of communication that conveys information through symbols, shapes, and spatial arrangements. Diagrams are a typical example of a visual language depicting complex concepts and their relationships in the form of an image. The symbolic nature of diagrams presents significant challenges for building models capable of understanding them. Yet, recent studies seem to suggest that Large Vision-Language Models (LVLMs) can even tackle complex reasoning tasks involving diagrams. In this paper, we investigate this phenomenon by developing a comprehensive test suite to evaluate the diagram comprehension capability of LVLMs. Our test suite uses a variety of questions focused on concept entities and their relationships over a set of synthetic as well as real diagrams across several domains to evaluate the recognition and reasoning abilities of models. Our evaluation of three LVLMs (GPT-4V, GPT-4o, and Gemini) shows that while these models can accurately identify and reason about entities, their ability to understand relationships is notably limited. Further testing reveals that the decent performance on diagram understanding largely stems from leveraging their background knowledge as shortcuts to identify and reason about the relational information. Thus, we conclude that LVLMs have a limited capability for genuine diagram understanding, and their impressive performance in diagram reasoning is an illusion emanating from other confounding factors, such as the background knowledge in the models.
Visual Re-Ranking with Non-Visual Side Information
The standard approach for visual place recognition is to use global image descriptors to retrieve the most similar database images for a given query image. The results can then be further improved with re-ranking methods that re-order the top scoring images. However, existing methods focus on re-ranking based on the same image descriptors that were used for the initial retrieval, which we argue provides limited additional signal. In this work we propose Generalized Contextual Similarity Aggregation (GCSA), which is a graph neural network-based re-ranking method that, in addition to the visual descriptors, can leverage other types of available side information. This can for example be other sensor data (such as signal strength of nearby WiFi or BlueTooth endpoints) or geometric properties such as camera poses for database images. In many applications this information is already present or can be acquired with low effort. Our architecture leverages the concept of affinity vectors to allow for a shared encoding of the heterogeneous multi-modal input. Two large-scale datasets, covering both outdoor and indoor localization scenarios, are utilized for training and evaluation. In experiments we show significant improvement not only on image retrieval metrics, but also for the downstream visual localization task.
AesthetiQ: Enhancing Graphic Layout Design via Aesthetic-Aware Preference Alignment of Multi-modal Large Language Models
Visual layouts are essential in graphic design fields such as advertising, posters, and web interfaces. The application of generative models for content-aware layout generation has recently gained traction. However, these models fail to understand the contextual aesthetic requirements of layout design and do not align with human-like preferences, primarily treating it as a prediction task without considering the final rendered output. To overcome these problems, we offer Aesthetic-Aware Preference Alignment(AAPA), a novel technique to train a Multi-modal Large Language Model (MLLM) for layout prediction that uses MLLM's aesthetic preferences for Direct Preference Optimization over graphic layouts. We propose a data filtering protocol utilizing our layout-quality heuristics for AAPA to ensure training happens on high-quality layouts. Additionally, we introduce a novel evaluation metric that uses another MLLM to compute the win rate of the generated layout against the ground-truth layout based on aesthetics criteria. We also demonstrate the applicability of AAPA for MLLMs of varying scales (1B to 8B parameters) and LLM families (Qwen, Phi, InternLM). By conducting thorough qualitative and quantitative analyses, we verify the efficacy of our approach on two challenging benchmarks - Crello and Webui, showcasing 17%, and 16 improvement over current State-of-The-Art methods, thereby highlighting the potential of MLLMs in aesthetic-aware layout generation.
AVIS: Autonomous Visual Information Seeking with Large Language Models
In this paper, we propose an autonomous information seeking visual question answering framework, AVIS. Our method leverages a Large Language Model (LLM) to dynamically strategize the utilization of external tools and to investigate their outputs, thereby acquiring the indispensable knowledge needed to provide answers to the posed questions. Responding to visual questions that necessitate external knowledge, such as "What event is commemorated by the building depicted in this image?", is a complex task. This task presents a combinatorial search space that demands a sequence of actions, including invoking APIs, analyzing their responses, and making informed decisions. We conduct a user study to collect a variety of instances of human decision-making when faced with this task. This data is then used to design a system comprised of three components: an LLM-powered planner that dynamically determines which tool to use next, an LLM-powered reasoner that analyzes and extracts key information from the tool outputs, and a working memory component that retains the acquired information throughout the process. The collected user behavior serves as a guide for our system in two key ways. First, we create a transition graph by analyzing the sequence of decisions made by users. This graph delineates distinct states and confines the set of actions available at each state. Second, we use examples of user decision-making to provide our LLM-powered planner and reasoner with relevant contextual instances, enhancing their capacity to make informed decisions. We show that AVIS achieves state-of-the-art results on knowledge-intensive visual question answering benchmarks such as Infoseek and OK-VQA.
Diffusion Graph Neural Networks for Robustness in Olfaction Sensors and Datasets
Robotic odour source localization (OSL) is a critical capability for autonomous systems operating in complex environments. However, current OSL methods often suffer from ambiguities, particularly when robots misattribute odours to incorrect objects due to limitations in olfactory datasets and sensor resolutions. To address this challenge, we introduce a novel machine learning method using diffusion-based molecular generation to enhance odour localization accuracy that can be used by itself or with automated olfactory dataset construction pipelines with vision-language models (VLMs) This generative process of our diffusion model expands the chemical space beyond the limitations of both current olfactory datasets and the training data of VLMs, enabling the identification of potential odourant molecules not previously documented. The generated molecules can then be more accurately validated using advanced olfactory sensors which emulate human olfactory recognition through electronic sensor arrays. By integrating visual analysis, language processing, and molecular generation, our framework enhances the ability of olfaction-vision models on robots to accurately associate odours with their correct sources, thereby improving navigation and decision-making through better sensor selection for a target compound. Our methodology represents a foundational advancement in the field of artificial olfaction, offering a scalable solution to the challenges posed by limited olfactory data and sensor ambiguities.
Learning Graph Embeddings for Compositional Zero-shot Learning
In compositional zero-shot learning, the goal is to recognize unseen compositions (e.g. old dog) of observed visual primitives states (e.g. old, cute) and objects (e.g. car, dog) in the training set. This is challenging because the same state can for example alter the visual appearance of a dog drastically differently from a car. As a solution, we propose a novel graph formulation called Compositional Graph Embedding (CGE) that learns image features, compositional classifiers, and latent representations of visual primitives in an end-to-end manner. The key to our approach is exploiting the dependency between states, objects, and their compositions within a graph structure to enforce the relevant knowledge transfer from seen to unseen compositions. By learning a joint compatibility that encodes semantics between concepts, our model allows for generalization to unseen compositions without relying on an external knowledge base like WordNet. We show that in the challenging generalized compositional zero-shot setting our CGE significantly outperforms the state of the art on MIT-States and UT-Zappos. We also propose a new benchmark for this task based on the recent GQA dataset. Code is available at: https://github.com/ExplainableML/czsl
Enhancing Visual Grounding for GUI Agents via Self-Evolutionary Reinforcement Learning
Graphical User Interface (GUI) agents have made substantial strides in understanding and executing user instructions across diverse platforms. Yet, grounding these instructions to precise interface elements remains challenging, especially in complex, high-resolution, professional environments. Traditional supervised finetuning (SFT) methods often require large volumes of diverse data and exhibit weak generalization. To overcome these limitations, we introduce a reinforcement learning (RL) based framework that incorporates three core strategies: (1) seed data curation to ensure high quality training samples, (2) a dense policy gradient that provides continuous feedback based on prediction accuracy, and (3) a self evolutionary reinforcement finetuning mechanism that iteratively refines the model using attention maps. With only 3k training samples, our 7B-parameter model achieves state-of-the-art results among similarly sized models on three grounding benchmarks. Notably, it attains 47.3\% accuracy on the ScreenSpot-Pro dataset, outperforming much larger models, such as UI-TARS-72B, by a margin of 24.2\%. These findings underscore the effectiveness of RL-based approaches in enhancing GUI agent performance, particularly in high-resolution, complex environments.
CanvasVAE: Learning to Generate Vector Graphic Documents
Vector graphic documents present visual elements in a resolution free, compact format and are often seen in creative applications. In this work, we attempt to learn a generative model of vector graphic documents. We define vector graphic documents by a multi-modal set of attributes associated to a canvas and a sequence of visual elements such as shapes, images, or texts, and train variational auto-encoders to learn the representation of the documents. We collect a new dataset of design templates from an online service that features complete document structure including occluded elements. In experiments, we show that our model, named CanvasVAE, constitutes a strong baseline for generative modeling of vector graphic documents.
MMGDreamer: Mixed-Modality Graph for Geometry-Controllable 3D Indoor Scene Generation
Controllable 3D scene generation has extensive applications in virtual reality and interior design, where the generated scenes should exhibit high levels of realism and controllability in terms of geometry. Scene graphs provide a suitable data representation that facilitates these applications. However, current graph-based methods for scene generation are constrained to text-based inputs and exhibit insufficient adaptability to flexible user inputs, hindering the ability to precisely control object geometry. To address this issue, we propose MMGDreamer, a dual-branch diffusion model for scene generation that incorporates a novel Mixed-Modality Graph, visual enhancement module, and relation predictor. The mixed-modality graph allows object nodes to integrate textual and visual modalities, with optional relationships between nodes. It enhances adaptability to flexible user inputs and enables meticulous control over the geometry of objects in the generated scenes. The visual enhancement module enriches the visual fidelity of text-only nodes by constructing visual representations using text embeddings. Furthermore, our relation predictor leverages node representations to infer absent relationships between nodes, resulting in more coherent scene layouts. Extensive experimental results demonstrate that MMGDreamer exhibits superior control of object geometry, achieving state-of-the-art scene generation performance. Project page: https://yangzhifeio.github.io/project/MMGDreamer.
SpellGCN: Incorporating Phonological and Visual Similarities into Language Models for Chinese Spelling Check
Chinese Spelling Check (CSC) is a task to detect and correct spelling errors in Chinese natural language. Existing methods have made attempts to incorporate the similarity knowledge between Chinese characters. However, they take the similarity knowledge as either an external input resource or just heuristic rules. This paper proposes to incorporate phonological and visual similarity knowledge into language models for CSC via a specialized graph convolutional network (SpellGCN). The model builds a graph over the characters, and SpellGCN is learned to map this graph into a set of inter-dependent character classifiers. These classifiers are applied to the representations extracted by another network, such as BERT, enabling the whole network to be end-to-end trainable. Experiments (The dataset and all code for this paper are available at https://github.com/ACL2020SpellGCN/SpellGCN) are conducted on three human-annotated datasets. Our method achieves superior performance against previous models by a large margin.
StarVector: Generating Scalable Vector Graphics Code from Images
Scalable Vector Graphics (SVGs) have become integral in modern image rendering applications due to their infinite scalability in resolution, versatile usability, and editing capabilities. SVGs are particularly popular in the fields of web development and graphic design. Existing approaches for SVG modeling using deep learning often struggle with generating complex SVGs and are restricted to simpler ones that require extensive processing and simplification. This paper introduces StarVector, a multimodal SVG generation model that effectively integrates Code Generation Large Language Models (CodeLLMs) and vision models. Our approach utilizes a CLIP image encoder to extract visual representations from pixel-based images, which are then transformed into visual tokens via an adapter module. These visual tokens are pre-pended to the SVG token embeddings, and the sequence is modeled by the StarCoder model using next-token prediction, effectively learning to align the visual and code tokens. This enables StarVector to generate unrestricted SVGs that accurately represent pixel images. To evaluate StarVector's performance, we present SVG-Bench, a comprehensive benchmark for evaluating SVG methods across multiple datasets and relevant metrics. Within this benchmark, we introduce novel datasets including SVG-Stack, a large-scale dataset of real-world SVG examples, and use it to pre-train StarVector as a large foundation model for SVGs. Our results demonstrate significant enhancements in visual quality and complexity handling over current methods, marking a notable advancement in SVG generation technology. Code and models: https://github.com/joanrod/star-vector
Low-code LLM: Graphical User Interface over Large Language Models
Utilizing Large Language Models (LLMs) for complex tasks is challenging, often involving a time-consuming and uncontrollable prompt engineering process. This paper introduces a novel human-LLM interaction framework, Low-code LLM. It incorporates six types of simple low-code visual programming interactions to achieve more controllable and stable responses. Through visual interaction with a graphical user interface, users can incorporate their ideas into the process without writing trivial prompts. The proposed Low-code LLM framework consists of a Planning LLM that designs a structured planning workflow for complex tasks, which can be correspondingly edited and confirmed by users through low-code visual programming operations, and an Executing LLM that generates responses following the user-confirmed workflow. We highlight three advantages of the low-code LLM: user-friendly interaction, controllable generation, and wide applicability. We demonstrate its benefits using four typical applications. By introducing this framework, we aim to bridge the gap between humans and LLMs, enabling more effective and efficient utilization of LLMs for complex tasks. The code, prompts, and experimental details are available at https://github.com/moymix/TaskMatrix/tree/main/LowCodeLLM. A system demonstration video can be found at https://www.youtube.com/watch?v=jb2C1vaeO3E.
Compositional Feature Augmentation for Unbiased Scene Graph Generation
Scene Graph Generation (SGG) aims to detect all the visual relation triplets <sub, pred, obj> in a given image. With the emergence of various advanced techniques for better utilizing both the intrinsic and extrinsic information in each relation triplet, SGG has achieved great progress over the recent years. However, due to the ubiquitous long-tailed predicate distributions, today's SGG models are still easily biased to the head predicates. Currently, the most prevalent debiasing solutions for SGG are re-balancing methods, e.g., changing the distributions of original training samples. In this paper, we argue that all existing re-balancing strategies fail to increase the diversity of the relation triplet features of each predicate, which is critical for robust SGG. To this end, we propose a novel Compositional Feature Augmentation (CFA) strategy, which is the first unbiased SGG work to mitigate the bias issue from the perspective of increasing the diversity of triplet features. Specifically, we first decompose each relation triplet feature into two components: intrinsic feature and extrinsic feature, which correspond to the intrinsic characteristics and extrinsic contexts of a relation triplet, respectively. Then, we design two different feature augmentation modules to enrich the feature diversity of original relation triplets by replacing or mixing up either their intrinsic or extrinsic features from other samples. Due to its model-agnostic nature, CFA can be seamlessly incorporated into various SGG frameworks. Extensive ablations have shown that CFA achieves a new state-of-the-art performance on the trade-off between different metrics.
Towards Open-vocabulary Scene Graph Generation with Prompt-based Finetuning
Scene graph generation (SGG) is a fundamental task aimed at detecting visual relations between objects in an image. The prevailing SGG methods require all object classes to be given in the training set. Such a closed setting limits the practical application of SGG. In this paper, we introduce open-vocabulary scene graph generation, a novel, realistic and challenging setting in which a model is trained on a set of base object classes but is required to infer relations for unseen target object classes. To this end, we propose a two-step method that firstly pre-trains on large amounts of coarse-grained region-caption data and then leverages two prompt-based techniques to finetune the pre-trained model without updating its parameters. Moreover, our method can support inference over completely unseen object classes, which existing methods are incapable of handling. On extensive experiments on three benchmark datasets, Visual Genome, GQA, and Open-Image, our method significantly outperforms recent, strong SGG methods on the setting of Ov-SGG, as well as on the conventional closed SGG.
ConsNet: Learning Consistency Graph for Zero-Shot Human-Object Interaction Detection
We consider the problem of Human-Object Interaction (HOI) Detection, which aims to locate and recognize HOI instances in the form of <human, action, object> in images. Most existing works treat HOIs as individual interaction categories, thus can not handle the problem of long-tail distribution and polysemy of action labels. We argue that multi-level consistencies among objects, actions and interactions are strong cues for generating semantic representations of rare or previously unseen HOIs. Leveraging the compositional and relational peculiarities of HOI labels, we propose ConsNet, a knowledge-aware framework that explicitly encodes the relations among objects, actions and interactions into an undirected graph called consistency graph, and exploits Graph Attention Networks (GATs) to propagate knowledge among HOI categories as well as their constituents. Our model takes visual features of candidate human-object pairs and word embeddings of HOI labels as inputs, maps them into visual-semantic joint embedding space and obtains detection results by measuring their similarities. We extensively evaluate our model on the challenging V-COCO and HICO-DET datasets, and results validate that our approach outperforms state-of-the-arts under both fully-supervised and zero-shot settings. Code is available at https://github.com/yeliudev/ConsNet.
Generative Compositional Augmentations for Scene Graph Prediction
Inferring objects and their relationships from an image in the form of a scene graph is useful in many applications at the intersection of vision and language. We consider a challenging problem of compositional generalization that emerges in this task due to a long tail data distribution. Current scene graph generation models are trained on a tiny fraction of the distribution corresponding to the most frequent compositions, e.g. <cup, on, table>. However, test images might contain zero- and few-shot compositions of objects and relationships, e.g. <cup, on, surfboard>. Despite each of the object categories and the predicate (e.g. 'on') being frequent in the training data, the models often fail to properly understand such unseen or rare compositions. To improve generalization, it is natural to attempt increasing the diversity of the training distribution. However, in the graph domain this is non-trivial. To that end, we propose a method to synthesize rare yet plausible scene graphs by perturbing real ones. We then propose and empirically study a model based on conditional generative adversarial networks (GANs) that allows us to generate visual features of perturbed scene graphs and learn from them in a joint fashion. When evaluated on the Visual Genome dataset, our approach yields marginal, but consistent improvements in zero- and few-shot metrics. We analyze the limitations of our approach indicating promising directions for future research.
ShowUI: One Vision-Language-Action Model for GUI Visual Agent
Building Graphical User Interface (GUI) assistants holds significant promise for enhancing human workflow productivity. While most agents are language-based, relying on closed-source API with text-rich meta-information (e.g., HTML or accessibility tree), they show limitations in perceiving UI visuals as humans do, highlighting the need for GUI visual agents. In this work, we develop a vision-language-action model in digital world, namely ShowUI, which features the following innovations: (i) UI-Guided Visual Token Selection to reduce computational costs by formulating screenshots as an UI connected graph, adaptively identifying their redundant relationship and serve as the criteria for token selection during self-attention blocks; (ii) Interleaved Vision-Language-Action Streaming that flexibly unifies diverse needs within GUI tasks, enabling effective management of visual-action history in navigation or pairing multi-turn query-action sequences per screenshot to enhance training efficiency; (iii) Small-scale High-quality GUI Instruction-following Datasets by careful data curation and employing a resampling strategy to address significant data type imbalances. With above components, ShowUI, a lightweight 2B model using 256K data, achieves a strong 75.1% accuracy in zero-shot screenshot grounding. Its UI-guided token selection further reduces 33% of redundant visual tokens during training and speeds up the performance by 1.4x. Navigation experiments across web Mind2Web, mobile AITW, and online MiniWob environments further underscore the effectiveness and potential of our model in advancing GUI visual agents. The models are available at https://github.com/showlab/ShowUI.
StrokeNUWA: Tokenizing Strokes for Vector Graphic Synthesis
To leverage LLMs for visual synthesis, traditional methods convert raster image information into discrete grid tokens through specialized visual modules, while disrupting the model's ability to capture the true semantic representation of visual scenes. This paper posits that an alternative representation of images, vector graphics, can effectively surmount this limitation by enabling a more natural and semantically coherent segmentation of the image information. Thus, we introduce StrokeNUWA, a pioneering work exploring a better visual representation ''stroke tokens'' on vector graphics, which is inherently visual semantics rich, naturally compatible with LLMs, and highly compressed. Equipped with stroke tokens, StrokeNUWA can significantly surpass traditional LLM-based and optimization-based methods across various metrics in the vector graphic generation task. Besides, StrokeNUWA achieves up to a 94x speedup in inference over the speed of prior methods with an exceptional SVG code compression ratio of 6.9%.
Rendering-Aware Reinforcement Learning for Vector Graphics Generation
Scalable Vector Graphics (SVG) offer a powerful format for representing visual designs as interpretable code. Recent advances in vision-language models (VLMs) have enabled high-quality SVG generation by framing the problem as a code generation task and leveraging large-scale pretraining. VLMs are particularly suitable for this task as they capture both global semantics and fine-grained visual patterns, while transferring knowledge across vision, natural language, and code domains. However, existing VLM approaches often struggle to produce faithful and efficient SVGs because they never observe the rendered images during training. Although differentiable rendering for autoregressive SVG code generation remains unavailable, rendered outputs can still be compared to original inputs, enabling evaluative feedback suitable for reinforcement learning (RL). We introduce RLRF(Reinforcement Learning from Rendering Feedback), an RL method that enhances SVG generation in autoregressive VLMs by leveraging feedback from rendered SVG outputs. Given an input image, the model generates SVG roll-outs that are rendered and compared to the original image to compute a reward. This visual fidelity feedback guides the model toward producing more accurate, efficient, and semantically coherent SVGs. RLRF significantly outperforms supervised fine-tuning, addressing common failure modes and enabling precise, high-quality SVG generation with strong structural understanding and generalization.
Learning GUI Grounding with Spatial Reasoning from Visual Feedback
Graphical User Interface (GUI) grounding is commonly framed as a coordinate prediction task -- given a natural language instruction, generate on-screen coordinates for actions such as clicks and keystrokes. However, recent Vision Language Models (VLMs) often fail to predict accurate numeric coordinates when processing high-resolution GUI images with complex layouts. To address this issue, we reframe GUI grounding as an interactive search task, where the VLM generates actions to move a cursor in the GUI to locate UI elements. At each step, the model determines the target object, evaluates the spatial relations between the cursor and the target, and moves the cursor closer to the target conditioned on the movement history. In this interactive process, the rendered cursor provides visual feedback to help the model align its predictions with the corresponding on-screen locations. We train our GUI grounding model, GUI-Cursor, using multi-step online reinforcement learning with a dense trajectory-based reward function. Our experimental results show that GUI-Cursor, based on Qwen2.5-VL-7B, improves the GUI grounding accuracy and achieves state-of-the-art results on ScreenSpot-v2 (88.8% rightarrow 93.9%) and ScreenSpot-Pro (26.8% rightarrow 56.5%). Moreover, we observe that GUI-Cursor learns to solve the problem within two steps for 95\% of instances and can adaptively conduct more steps on more difficult examples.
SeeClick: Harnessing GUI Grounding for Advanced Visual GUI Agents
Graphical User Interface (GUI) agents are designed to automate complex tasks on digital devices, such as smartphones and desktops. Most existing GUI agents interact with the environment through extracted structured data, which can be notably lengthy (e.g., HTML) and occasionally inaccessible (e.g., on desktops). To alleviate this issue, we propose a visual GUI agent -- SeeClick, which only relies on screenshots for task automation. In our preliminary study, we have discovered a key challenge in developing visual GUI agents: GUI grounding -- the capacity to accurately locate screen elements based on instructions. To tackle this challenge, we propose to enhance SeeClick with GUI grounding pre-training and devise a method to automate the curation of GUI grounding data. Along with the efforts above, we have also created ScreenSpot, the first realistic GUI grounding dataset that encompasses mobile, desktop, and web environments. After pre-training, SeeClick demonstrates significant improvement in ScreenSpot over various baselines. Moreover, comprehensive evaluations on three widely used benchmarks consistently support our finding that advancements in GUI grounding directly correlate with enhanced performance in downstream GUI agent tasks. The model, data and code are available at https://github.com/njucckevin/SeeClick.
CreatiDesign: A Unified Multi-Conditional Diffusion Transformer for Creative Graphic Design
Graphic design plays a vital role in visual communication across advertising, marketing, and multimedia entertainment. Prior work has explored automated graphic design generation using diffusion models, aiming to streamline creative workflows and democratize design capabilities. However, complex graphic design scenarios require accurately adhering to design intent specified by multiple heterogeneous user-provided elements (\eg images, layouts, and texts), which pose multi-condition control challenges for existing methods. Specifically, previous single-condition control models demonstrate effectiveness only within their specialized domains but fail to generalize to other conditions, while existing multi-condition methods often lack fine-grained control over each sub-condition and compromise overall compositional harmony. To address these limitations, we introduce CreatiDesign, a systematic solution for automated graphic design covering both model architecture and dataset construction. First, we design a unified multi-condition driven architecture that enables flexible and precise integration of heterogeneous design elements with minimal architectural modifications to the base diffusion model. Furthermore, to ensure that each condition precisely controls its designated image region and to avoid interference between conditions, we propose a multimodal attention mask mechanism. Additionally, we develop a fully automated pipeline for constructing graphic design datasets, and introduce a new dataset with 400K samples featuring multi-condition annotations, along with a comprehensive benchmark. Experimental results show that CreatiDesign outperforms existing models by a clear margin in faithfully adhering to user intent.
Retrieval-Augmented Fine-Tuning With Preference Optimization For Visual Program Generation
Visual programming languages (VPLs) allow users to create programs through graphical interfaces, which results in easier accessibility and their widespread usage in various domains. To further enhance this accessibility, recent research has focused on generating VPL code from user instructions using large language models (LLMs). Specifically, by employing prompting-based methods, these studies have shown promising results. Nevertheless, such approaches can be less effective for industrial VPLs such as Ladder Diagram (LD). LD is a pivotal language used in industrial automation processes and involves extensive domain-specific configurations, which are difficult to capture in a single prompt. In this work, we demonstrate that training-based methods outperform prompting-based methods for LD generation accuracy, even with smaller backbone models. Building on these findings, we propose a two-stage training strategy to further enhance VPL generation. First, we employ retrieval-augmented fine-tuning to leverage the repetitive use of subroutines commonly seen in industrial VPLs. Second, we apply direct preference optimization (DPO) to further guide the model toward accurate outputs, using systematically generated preference pairs through graph editing operations. Extensive experiments on real-world LD data demonstrate that our approach improves program-level accuracy by over 10% compared to supervised fine-tuning, which highlights its potential to advance industrial automation.
Design-o-meter: Towards Evaluating and Refining Graphic Designs
Graphic designs are an effective medium for visual communication. They range from greeting cards to corporate flyers and beyond. Off-late, machine learning techniques are able to generate such designs, which accelerates the rate of content production. An automated way of evaluating their quality becomes critical. Towards this end, we introduce Design-o-meter, a data-driven methodology to quantify the goodness of graphic designs. Further, our approach can suggest modifications to these designs to improve its visual appeal. To the best of our knowledge, Design-o-meter is the first approach that scores and refines designs in a unified framework despite the inherent subjectivity and ambiguity of the setting. Our exhaustive quantitative and qualitative analysis of our approach against baselines adapted for the task (including recent Multimodal LLM-based approaches) brings out the efficacy of our methodology. We hope our work will usher more interest in this important and pragmatic problem setting.
Vision-based Situational Graphs Generating Optimizable 3D Scene Representations
3D scene graphs offer a more efficient representation of the environment by hierarchically organizing diverse semantic entities and the topological relationships among them. Fiducial markers, on the other hand, offer a valuable mechanism for encoding comprehensive information pertaining to environments and the objects within them. In the context of Visual SLAM (VSLAM), especially when the reconstructed maps are enriched with practical semantic information, these markers have the potential to enhance the map by augmenting valuable semantic information and fostering meaningful connections among the semantic objects. In this regard, this paper exploits the potential of fiducial markers to incorporate a VSLAM framework with hierarchical representations that generates optimizable multi-layered vision-based situational graphs. The framework comprises a conventional VSLAM system with low-level feature tracking and mapping capabilities bolstered by the incorporation of a fiducial marker map. The fiducial markers aid in identifying walls and doors in the environment, subsequently establishing meaningful associations with high-level entities, including corridors and rooms. Experimental results are conducted on a real-world dataset collected using various legged robots and benchmarked against a Light Detection And Ranging (LiDAR)-based framework (S-Graphs) as the ground truth. Consequently, our framework not only excels in crafting a richer, multi-layered hierarchical map of the environment but also shows enhancement in robot pose accuracy when contrasted with state-of-the-art methodologies.
Synthetic Visual Genome
Reasoning over visual relationships-spatial, functional, interactional, social, etc.-is considered to be a fundamental component of human cognition. Yet, despite the major advances in visual comprehension in multimodal language models (MLMs), precise reasoning over relationships and their generations remains a challenge. We introduce ROBIN: an MLM instruction-tuned with densely annotated relationships capable of constructing high-quality dense scene graphs at scale. To train ROBIN, we curate SVG, a synthetic scene graph dataset by completing the missing relations of selected objects in existing scene graphs using a teacher MLM and a carefully designed filtering process to ensure high-quality. To generate more accurate and rich scene graphs at scale for any image, we introduce SG-EDIT: a self-distillation framework where GPT-4o further refines ROBIN's predicted scene graphs by removing unlikely relations and/or suggesting relevant ones. In total, our dataset contains 146K images and 5.6M relationships for 2.6M objects. Results show that our ROBIN-3B model, despite being trained on less than 3 million instances, outperforms similar-size models trained on over 300 million instances on relationship understanding benchmarks, and even surpasses larger models up to 13B parameters. Notably, it achieves state-of-the-art performance in referring expression comprehension with a score of 88.9, surpassing the previous best of 87.4. Our results suggest that training on the refined scene graph data is crucial to maintaining high performance across diverse visual reasoning task.
Abstractive Visual Understanding of Multi-modal Structured Knowledge: A New Perspective for MLLM Evaluation
Multi-modal large language models (MLLMs) incorporate heterogeneous modalities into LLMs, enabling a comprehensive understanding of diverse scenarios and objects. Despite the proliferation of evaluation benchmarks and leaderboards for MLLMs, they predominantly overlook the critical capacity of MLLMs to comprehend world knowledge with structured abstractions that appear in visual form. To address this gap, we propose a novel evaluation paradigm and devise M3STR, an innovative benchmark grounded in the Multi-Modal Map for STRuctured understanding. This benchmark leverages multi-modal knowledge graphs to synthesize images encapsulating subgraph architectures enriched with multi-modal entities. M3STR necessitates that MLLMs not only recognize the multi-modal entities within the visual inputs but also decipher intricate relational topologies among them. We delineate the benchmark's statistical profiles and automated construction pipeline, accompanied by an extensive empirical analysis of 26 state-of-the-art MLLMs. Our findings reveal persistent deficiencies in processing abstractive visual information with structured knowledge, thereby charting a pivotal trajectory for advancing MLLMs' holistic reasoning capacities. Our code and data are released at https://github.com/zjukg/M3STR
GUI-G1: Understanding R1-Zero-Like Training for Visual Grounding in GUI Agents
Recent Graphical User Interface (GUI) agents replicate the R1-Zero paradigm, coupling online Reinforcement Learning (RL) with explicit chain-of-thought reasoning prior to object grounding and thereby achieving substantial performance gains. In this paper, we first conduct extensive analysis experiments of three key components of that training pipeline: input design, output evaluation, and policy update-each revealing distinct challenges arising from blindly applying general-purpose RL without adapting to GUI grounding tasks. Input design: Current templates encourage the model to generate chain-of-thought reasoning, but longer chains unexpectedly lead to worse grounding performance. Output evaluation: Reward functions based on hit signals or box area allow models to exploit box size, leading to reward hacking and poor localization quality. Policy update: Online RL tends to overfit easy examples due to biases in length and sample difficulty, leading to under-optimization on harder cases. To address these issues, we propose three targeted solutions. First, we adopt a Fast Thinking Template that encourages direct answer generation, reducing excessive reasoning during training. Second, we incorporate a box size constraint into the reward function to mitigate reward hacking. Third, we revise the RL objective by adjusting length normalization and adding a difficulty-aware scaling factor, enabling better optimization on hard samples. Our GUI-G1-3B, trained on 17K public samples with Qwen2.5-VL-3B-Instruct, achieves 90.3% accuracy on ScreenSpot and 37.1% on ScreenSpot-Pro. This surpasses all prior models of similar size and even outperforms the larger UI-TARS-7B, establishing a new state-of-the-art in GUI agent grounding. The project repository is available at https://github.com/Yuqi-Zhou/GUI-G1.
TactileNet: Bridging the Accessibility Gap with AI-Generated Tactile Graphics for Individuals with Vision Impairment
Tactile graphics are essential for providing access to visual information for the 43 million people globally living with vision loss. Traditional methods for creating these graphics are labor-intensive and cannot meet growing demand. We introduce TactileNet, the first comprehensive dataset and AI-driven framework for generating embossing-ready 2D tactile templates using text-to-image Stable Diffusion (SD) models. By integrating Low-Rank Adaptation (LoRA) and DreamBooth, our method fine-tunes SD models to produce high-fidelity, guideline-compliant graphics while reducing computational costs. Quantitative evaluations with tactile experts show 92.86% adherence to accessibility standards. Structural fidelity analysis revealed near-human design similarity, with an SSIM of 0.538 between generated graphics and expert-designed tactile images. Notably, our method preserves object silhouettes better than human designs (SSIM = 0.259 vs. 0.215 for binary masks), addressing a key limitation of manual tactile abstraction. The framework scales to 32,000 images (7,050 high-quality) across 66 classes, with prompt editing enabling customizable outputs (e.g., adding or removing details). By automating the 2D template generation step-compatible with standard embossing workflows-TactileNet accelerates production while preserving design flexibility. This work demonstrates how AI can augment (not replace) human expertise to bridge the accessibility gap in education and beyond. Code, data, and models will be publicly released to foster further research.
Text-Based Reasoning About Vector Graphics
While large multimodal models excel in broad vision-language benchmarks, they often struggle with tasks requiring precise perception of low-level visual details, such as comparing line lengths or solving simple mazes. In particular, this failure mode persists in question-answering tasks about vector graphics -- images composed purely of 2D objects and shapes. To address this challenge, we propose the Visually Descriptive Language Model (VDLM), which performs text-based reasoning about vector graphics. VDLM leverages Scalable Vector Graphics (SVG) for a more precise visual description and first uses an off-the-shelf raster-to-SVG algorithm for encoding. Since existing language models cannot understand raw SVGs in a zero-shot setting, VDLM then bridges SVG with pretrained language models through a newly introduced intermediate symbolic representation, Primal Visual Description (PVD), comprising primitive attributes (e.g., shape, position, measurement) with their corresponding predicted values. PVD is task-agnostic and represents visual primitives that are universal across all vector graphics. It can be learned with procedurally generated (SVG, PVD) pairs and also enables the direct use of LLMs for generalization to complex reasoning tasks. By casting an image to a text-based representation, we can leverage the power of language models to learn alignment from SVG to visual primitives and generalize to unseen question-answering tasks. Empirical results show that VDLM achieves stronger zero-shot performance compared to state-of-the-art LMMs, such as GPT-4V, in various low-level multimodal perception and reasoning tasks on vector graphics. We additionally present extensive analyses on VDLM's performance, demonstrating that our framework offers better interpretability due to its disentangled perception and reasoning processes. Project page: https://mikewangwzhl.github.io/VDLM/
Neural Design Network: Graphic Layout Generation with Constraints
Graphic design is essential for visual communication with layouts being fundamental to composing attractive designs. Layout generation differs from pixel-level image synthesis and is unique in terms of the requirement of mutual relations among the desired components. We propose a method for design layout generation that can satisfy user-specified constraints. The proposed neural design network (NDN) consists of three modules. The first module predicts a graph with complete relations from a graph with user-specified relations. The second module generates a layout from the predicted graph. Finally, the third module fine-tunes the predicted layout. Quantitative and qualitative experiments demonstrate that the generated layouts are visually similar to real design layouts. We also construct real designs based on predicted layouts for a better understanding of the visual quality. Finally, we demonstrate a practical application on layout recommendation.
Panoptic Video Scene Graph Generation
Towards building comprehensive real-world visual perception systems, we propose and study a new problem called panoptic scene graph generation (PVSG). PVSG relates to the existing video scene graph generation (VidSGG) problem, which focuses on temporal interactions between humans and objects grounded with bounding boxes in videos. However, the limitation of bounding boxes in detecting non-rigid objects and backgrounds often causes VidSGG to miss key details crucial for comprehensive video understanding. In contrast, PVSG requires nodes in scene graphs to be grounded by more precise, pixel-level segmentation masks, which facilitate holistic scene understanding. To advance research in this new area, we contribute the PVSG dataset, which consists of 400 videos (289 third-person + 111 egocentric videos) with a total of 150K frames labeled with panoptic segmentation masks as well as fine, temporal scene graphs. We also provide a variety of baseline methods and share useful design practices for future work.
SG-Reg: Generalizable and Efficient Scene Graph Registration
This paper addresses the challenges of registering two rigid semantic scene graphs, an essential capability when an autonomous agent needs to register its map against a remote agent, or against a prior map. The hand-crafted descriptors in classical semantic-aided registration, or the ground-truth annotation reliance in learning-based scene graph registration, impede their application in practical real-world environments. To address the challenges, we design a scene graph network to encode multiple modalities of semantic nodes: open-set semantic feature, local topology with spatial awareness, and shape feature. These modalities are fused to create compact semantic node features. The matching layers then search for correspondences in a coarse-to-fine manner. In the back-end, we employ a robust pose estimator to decide transformation according to the correspondences. We manage to maintain a sparse and hierarchical scene representation. Our approach demands fewer GPU resources and fewer communication bandwidth in multi-agent tasks. Moreover, we design a new data generation approach using vision foundation models and a semantic mapping module to reconstruct semantic scene graphs. It differs significantly from previous works, which rely on ground-truth semantic annotations to generate data. We validate our method in a two-agent SLAM benchmark. It significantly outperforms the hand-crafted baseline in terms of registration success rate. Compared to visual loop closure networks, our method achieves a slightly higher registration recall while requiring only 52 KB of communication bandwidth for each query frame. Code available at: http://github.com/HKUST-Aerial-Robotics/SG-Reg{http://github.com/HKUST-Aerial-Robotics/SG-Reg}.
Docs2KG: Unified Knowledge Graph Construction from Heterogeneous Documents Assisted by Large Language Models
Even for a conservative estimate, 80% of enterprise data reside in unstructured files, stored in data lakes that accommodate heterogeneous formats. Classical search engines can no longer meet information seeking needs, especially when the task is to browse and explore for insight formulation. In other words, there are no obvious search keywords to use. Knowledge graphs, due to their natural visual appeals that reduce the human cognitive load, become the winning candidate for heterogeneous data integration and knowledge representation. In this paper, we introduce Docs2KG, a novel framework designed to extract multimodal information from diverse and heterogeneous unstructured documents, including emails, web pages, PDF files, and Excel files. Dynamically generates a unified knowledge graph that represents the extracted key information, Docs2KG enables efficient querying and exploration of document data lakes. Unlike existing approaches that focus on domain-specific data sources or pre-designed schemas, Docs2KG offers a flexible and extensible solution that can adapt to various document structures and content types. The proposed framework unifies data processing supporting a multitude of downstream tasks with improved domain interpretability. Docs2KG is publicly accessible at https://docs2kg.ai4wa.com, and a demonstration video is available at https://docs2kg.ai4wa.com/Video.
Fine-Grained Video Captioning through Scene Graph Consolidation
Recent advances in visual language models (VLMs) have significantly improved image captioning, but extending these gains to video understanding remains challenging due to the scarcity of fine-grained video captioning datasets. To bridge this gap, we propose a novel zero-shot video captioning approach that combines frame-level scene graphs from a video to obtain intermediate representations for caption generation. Our method first generates frame-level captions using an image VLM, converts them into scene graphs, and consolidates these graphs to produce comprehensive video-level descriptions. To achieve this, we leverage a lightweight graph-to-text model trained solely on text corpora, eliminating the need for video captioning annotations. Experiments on the MSR-VTT and ActivityNet Captions datasets show that our approach outperforms zero-shot video captioning baselines, demonstrating that aggregating frame-level scene graphs yields rich video understanding without requiring large-scale paired data or high inference cost.
GraVITON: Graph based garment warping with attention guided inversion for Virtual-tryon
Virtual try-on, a rapidly evolving field in computer vision, is transforming e-commerce by improving customer experiences through precise garment warping and seamless integration onto the human body. While existing methods such as TPS and flow address the garment warping but overlook the finer contextual details. In this paper, we introduce a novel graph based warping technique which emphasizes the value of context in garment flow. Our graph based warping module generates warped garment as well as a coarse person image, which is utilised by a simple refinement network to give a coarse virtual tryon image. The proposed work exploits latent diffusion model to generate the final tryon, treating garment transfer as an inpainting task. The diffusion model is conditioned with decoupled cross attention based inversion of visual and textual information. We introduce an occlusion aware warping constraint that generates dense warped garment, without any holes and occlusion. Our method, validated on VITON-HD and Dresscode datasets, showcases substantial state-of-the-art qualitative and quantitative results showing considerable improvement in garment warping, texture preservation, and overall realism.
Advancing Surgical VQA with Scene Graph Knowledge
Modern operating room is becoming increasingly complex, requiring innovative intra-operative support systems. While the focus of surgical data science has largely been on video analysis, integrating surgical computer vision with language capabilities is emerging as a necessity. Our work aims to advance Visual Question Answering (VQA) in the surgical context with scene graph knowledge, addressing two main challenges in the current surgical VQA systems: removing question-condition bias in the surgical VQA dataset and incorporating scene-aware reasoning in the surgical VQA model design. First, we propose a Surgical Scene Graph-based dataset, SSG-QA, generated by employing segmentation and detection models on publicly available datasets. We build surgical scene graphs using spatial and action information of instruments and anatomies. These graphs are fed into a question engine, generating diverse QA pairs. Our SSG-QA dataset provides a more complex, diverse, geometrically grounded, unbiased, and surgical action-oriented dataset compared to existing surgical VQA datasets. We then propose SSG-QA-Net, a novel surgical VQA model incorporating a lightweight Scene-embedded Interaction Module (SIM), which integrates geometric scene knowledge in the VQA model design by employing cross-attention between the textual and the scene features. Our comprehensive analysis of the SSG-QA dataset shows that SSG-QA-Net outperforms existing methods across different question types and complexities. We highlight that the primary limitation in the current surgical VQA systems is the lack of scene knowledge to answer complex queries. We present a novel surgical VQA dataset and model and show that results can be significantly improved by incorporating geometric scene features in the VQA model design. The source code and the dataset will be made publicly available at: https://github.com/CAMMA-public/SSG-QA
Visual Dependency Transformers: Dependency Tree Emerges from Reversed Attention
Humans possess a versatile mechanism for extracting structured representations of our visual world. When looking at an image, we can decompose the scene into entities and their parts as well as obtain the dependencies between them. To mimic such capability, we propose Visual Dependency Transformers (DependencyViT) that can induce visual dependencies without any labels. We achieve that with a novel neural operator called reversed attention that can naturally capture long-range visual dependencies between image patches. Specifically, we formulate it as a dependency graph where a child token in reversed attention is trained to attend to its parent tokens and send information following a normalized probability distribution rather than gathering information in conventional self-attention. With such a design, hierarchies naturally emerge from reversed attention layers, and a dependency tree is progressively induced from leaf nodes to the root node unsupervisedly. DependencyViT offers several appealing benefits. (i) Entities and their parts in an image are represented by different subtrees, enabling part partitioning from dependencies; (ii) Dynamic visual pooling is made possible. The leaf nodes which rarely send messages can be pruned without hindering the model performance, based on which we propose the lightweight DependencyViT-Lite to reduce the computational and memory footprints; (iii) DependencyViT works well on both self- and weakly-supervised pretraining paradigms on ImageNet, and demonstrates its effectiveness on 8 datasets and 5 tasks, such as unsupervised part and saliency segmentation, recognition, and detection.
Unified Visual Relationship Detection with Vision and Language Models
This work focuses on training a single visual relationship detector predicting over the union of label spaces from multiple datasets. Merging labels spanning different datasets could be challenging due to inconsistent taxonomies. The issue is exacerbated in visual relationship detection when second-order visual semantics are introduced between pairs of objects. To address this challenge, we propose UniVRD, a novel bottom-up method for Unified Visual Relationship Detection by leveraging vision and language models (VLMs). VLMs provide well-aligned image and text embeddings, where similar relationships are optimized to be close to each other for semantic unification. Our bottom-up design enables the model to enjoy the benefit of training with both object detection and visual relationship datasets. Empirical results on both human-object interaction detection and scene-graph generation demonstrate the competitive performance of our model. UniVRD achieves 38.07 mAP on HICO-DET, outperforming the current best bottom-up HOI detector by 14.26 mAP. More importantly, we show that our unified detector performs as well as dataset-specific models in mAP, and achieves further improvements when we scale up the model. Our code will be made publicly available on GitHub.
Tackling the Challenges in Scene Graph Generation with Local-to-Global Interactions
In this work, we seek new insights into the underlying challenges of the Scene Graph Generation (SGG) task. Quantitative and qualitative analysis of the Visual Genome dataset implies -- 1) Ambiguity: even if inter-object relationship contains the same object (or predicate), they may not be visually or semantically similar, 2) Asymmetry: despite the nature of the relationship that embodied the direction, it was not well addressed in previous studies, and 3) Higher-order contexts: leveraging the identities of certain graph elements can help to generate accurate scene graphs. Motivated by the analysis, we design a novel SGG framework, Local-to-Global Interaction Networks (LOGIN). Locally, interactions extract the essence between three instances of subject, object, and background, while baking direction awareness into the network by explicitly constraining the input order of subject and object. Globally, interactions encode the contexts between every graph component (i.e., nodes and edges). Finally, Attract & Repel loss is utilized to fine-tune the distribution of predicate embeddings. By design, our framework enables predicting the scene graph in a bottom-up manner, leveraging the possible complementariness. To quantify how much LOGIN is aware of relational direction, a new diagnostic task called Bidirectional Relationship Classification (BRC) is also proposed. Experimental results demonstrate that LOGIN can successfully distinguish relational direction than existing methods (in BRC task), while showing state-of-the-art results on the Visual Genome benchmark (in SGG task).
Spatial Dual-Modality Graph Reasoning for Key Information Extraction
Key information extraction from document images is of paramount importance in office automation. Conventional template matching based approaches fail to generalize well to document images of unseen templates, and are not robust against text recognition errors. In this paper, we propose an end-to-end Spatial Dual-Modality Graph Reasoning method (SDMG-R) to extract key information from unstructured document images. We model document images as dual-modality graphs, nodes of which encode both the visual and textual features of detected text regions, and edges of which represent the spatial relations between neighboring text regions. The key information extraction is solved by iteratively propagating messages along graph edges and reasoning the categories of graph nodes. In order to roundly evaluate our proposed method as well as boost the future research, we release a new dataset named WildReceipt, which is collected and annotated tailored for the evaluation of key information extraction from document images of unseen templates in the wild. It contains 25 key information categories, a total of about 69000 text boxes, and is about 2 times larger than the existing public datasets. Extensive experiments validate that all information including visual features, textual features and spatial relations can benefit key information extraction. It has been shown that SDMG-R can effectively extract key information from document images of unseen templates, and obtain new state-of-the-art results on the recent popular benchmark SROIE and our WildReceipt. Our code and dataset will be publicly released.
Contrastive Multi-View Representation Learning on Graphs
We introduce a self-supervised approach for learning node and graph level representations by contrasting structural views of graphs. We show that unlike visual representation learning, increasing the number of views to more than two or contrasting multi-scale encodings do not improve performance, and the best performance is achieved by contrasting encodings from first-order neighbors and a graph diffusion. We achieve new state-of-the-art results in self-supervised learning on 8 out of 8 node and graph classification benchmarks under the linear evaluation protocol. For example, on Cora (node) and Reddit-Binary (graph) classification benchmarks, we achieve 86.8% and 84.5% accuracy, which are 5.5% and 2.4% relative improvements over previous state-of-the-art. When compared to supervised baselines, our approach outperforms them in 4 out of 8 benchmarks. Source code is released at: https://github.com/kavehhassani/mvgrl
Symbolic Graphics Programming with Large Language Models
Large language models (LLMs) excel at program synthesis, yet their ability to produce symbolic graphics programs (SGPs) that render into precise visual content remains underexplored. We study symbolic graphics programming, where the goal is to generate an SGP from a natural-language description. This task also serves as a lens into how LLMs understand the visual world by prompting them to generate images rendered from SGPs. Among various SGPs, our paper sticks to scalable vector graphics (SVGs). We begin by examining the extent to which LLMs can generate SGPs. To this end, we introduce SGP-GenBench, a comprehensive benchmark covering object fidelity, scene fidelity, and compositionality (attribute binding, spatial relations, numeracy). On SGP-GenBench, we discover that frontier proprietary models substantially outperform open-source models, and performance correlates well with general coding capabilities. Motivated by this gap, we aim to improve LLMs' ability to generate SGPs. We propose a reinforcement learning (RL) with verifiable rewards approach, where a format-validity gate ensures renderable SVG, and a cross-modal reward aligns text and the rendered image via strong vision encoders (e.g., SigLIP for text-image and DINO for image-image). Applied to Qwen-2.5-7B, our method substantially improves SVG generation quality and semantics, achieving performance on par with frontier systems. We further analyze training dynamics, showing that RL induces (i) finer decomposition of objects into controllable primitives and (ii) contextual details that improve scene coherence. Our results demonstrate that symbolic graphics programming offers a precise and interpretable lens on cross-modal grounding.
BlenderAlchemy: Editing 3D Graphics with Vision-Language Models
Graphics design is important for various applications, including movie production and game design. To create a high-quality scene, designers usually need to spend hours in software like Blender, in which they might need to interleave and repeat operations, such as connecting material nodes, hundreds of times. Moreover, slightly different design goals may require completely different sequences, making automation difficult. In this paper, we propose a system that leverages Vision-Language Models (VLMs), like GPT-4V, to intelligently search the design action space to arrive at an answer that can satisfy a user's intent. Specifically, we design a vision-based edit generator and state evaluator to work together to find the correct sequence of actions to achieve the goal. Inspired by the role of visual imagination in the human design process, we supplement the visual reasoning capabilities of VLMs with "imagined" reference images from image-generation models, providing visual grounding of abstract language descriptions. In this paper, we provide empirical evidence suggesting our system can produce simple but tedious Blender editing sequences for tasks such as editing procedural materials from text and/or reference images, as well as adjusting lighting configurations for product renderings in complex scenes.
SATURN: Autoregressive Image Generation Guided by Scene Graphs
State-of-the-art text-to-image models excel at photorealistic rendering but often struggle to capture the layout and object relationships implied by complex prompts. Scene graphs provide a natural structural prior, yet previous graph-guided approaches have typically relied on heavy GAN or diffusion pipelines, which lag behind modern autoregressive architectures in both speed and fidelity. We introduce SATURN (Structured Arrangement of Triplets for Unified Rendering Networks), a lightweight extension to VAR-CLIP that translates a scene graph into a salience-ordered token sequence, enabling a frozen CLIP-VQ-VAE backbone to interpret graph structure while fine-tuning only the VAR transformer. On the Visual Genome dataset, SATURN reduces FID from 56.45% to 21.62% and increases the Inception Score from 16.03 to 24.78, outperforming prior methods such as SG2IM and SGDiff without requiring extra modules or multi-stage training. Qualitative results further confirm improvements in object count fidelity and spatial relation accuracy, showing that SATURN effectively combines structural awareness with state-of-the-art autoregressive fidelity.
VisualTrap: A Stealthy Backdoor Attack on GUI Agents via Visual Grounding Manipulation
Graphical User Interface (GUI) agents powered by Large Vision-Language Models (LVLMs) have emerged as a revolutionary approach to automating human-machine interactions, capable of autonomously operating personal devices (e.g., mobile phones) or applications within the device to perform complex real-world tasks in a human-like manner. However, their close integration with personal devices raises significant security concerns, with many threats, including backdoor attacks, remaining largely unexplored. This work reveals that the visual grounding of GUI agent-mapping textual plans to GUI elements-can introduce vulnerabilities, enabling new types of backdoor attacks. With backdoor attack targeting visual grounding, the agent's behavior can be compromised even when given correct task-solving plans. To validate this vulnerability, we propose VisualTrap, a method that can hijack the grounding by misleading the agent to locate textual plans to trigger locations instead of the intended targets. VisualTrap uses the common method of injecting poisoned data for attacks, and does so during the pre-training of visual grounding to ensure practical feasibility of attacking. Empirical results show that VisualTrap can effectively hijack visual grounding with as little as 5% poisoned data and highly stealthy visual triggers (invisible to the human eye); and the attack can be generalized to downstream tasks, even after clean fine-tuning. Moreover, the injected trigger can remain effective across different GUI environments, e.g., being trained on mobile/web and generalizing to desktop environments. These findings underscore the urgent need for further research on backdoor attack risks in GUI agents.
SoftHGNN: Soft Hypergraph Neural Networks for General Visual Recognition
Visual recognition relies on understanding both the semantics of image tokens and the complex interactions among them. Mainstream self-attention methods, while effective at modeling global pair-wise relations, fail to capture high-order associations inherent in real-world scenes and often suffer from redundant computation. Hypergraphs extend conventional graphs by modeling high-order interactions and offer a promising framework for addressing these limitations. However, existing hypergraph neural networks typically rely on static and hard hyperedge assignments, leading to excessive and redundant hyperedges with hard binary vertex memberships that overlook the continuity of visual semantics. To overcome these issues, we present Soft Hypergraph Neural Networks (SoftHGNNs), which extend the methodology of hypergraph computation, to make it truly efficient and versatile in visual recognition tasks. Our framework introduces the concept of soft hyperedges, where each vertex is associated with hyperedges via continuous participation weights rather than hard binary assignments. This dynamic and differentiable association is achieved by using the learnable hyperedge prototype. Through similarity measurements between token features and the prototype, the model generates semantically rich soft hyperedges. SoftHGNN then aggregates messages over soft hyperedges to capture high-order semantics. To further enhance efficiency when scaling up the number of soft hyperedges, we incorporate a sparse hyperedge selection mechanism that activates only the top-k important hyperedges, along with a load-balancing regularizer to ensure balanced hyperedge utilization. Experimental results across three tasks on five datasets demonstrate that SoftHGNN efficiently captures high-order associations in visual scenes, achieving significant performance improvements.
Re-Thinking Inverse Graphics With Large Language Models
Inverse graphics -- the task of inverting an image into physical variables that, when rendered, enable reproduction of the observed scene -- is a fundamental challenge in computer vision and graphics. Disentangling an image into its constituent elements, such as the shape, color, and material properties of the objects of the 3D scene that produced it, requires a comprehensive understanding of the environment. This requirement limits the ability of existing carefully engineered approaches to generalize across domains. Inspired by the zero-shot ability of large language models (LLMs) to generalize to novel contexts, we investigate the possibility of leveraging the broad world knowledge encoded in such models in solving inverse-graphics problems. To this end, we propose the Inverse-Graphics Large Language Model (IG-LLM), an inverse-graphics framework centered around an LLM, that autoregressively decodes a visual embedding into a structured, compositional 3D-scene representation. We incorporate a frozen pre-trained visual encoder and a continuous numeric head to enable end-to-end training. Through our investigation, we demonstrate the potential of LLMs to facilitate inverse graphics through next-token prediction, without the use of image-space supervision. Our analysis opens up new possibilities for precise spatial reasoning about images that exploit the visual knowledge of LLMs. We will release our code and data to ensure the reproducibility of our investigation and to facilitate future research at https://ig-llm.is.tue.mpg.de/
Controllable Visual-Tactile Synthesis
Deep generative models have various content creation applications such as graphic design, e-commerce, and virtual Try-on. However, current works mainly focus on synthesizing realistic visual outputs, often ignoring other sensory modalities, such as touch, which limits physical interaction with users. In this work, we leverage deep generative models to create a multi-sensory experience where users can touch and see the synthesized object when sliding their fingers on a haptic surface. The main challenges lie in the significant scale discrepancy between vision and touch sensing and the lack of explicit mapping from touch sensing data to a haptic rendering device. To bridge this gap, we collect high-resolution tactile data with a GelSight sensor and create a new visuotactile clothing dataset. We then develop a conditional generative model that synthesizes both visual and tactile outputs from a single sketch. We evaluate our method regarding image quality and tactile rendering accuracy. Finally, we introduce a pipeline to render high-quality visual and tactile outputs on an electroadhesion-based haptic device for an immersive experience, allowing for challenging materials and editable sketch inputs.
LaKo: Knowledge-driven Visual Question Answering via Late Knowledge-to-Text Injection
Visual question answering (VQA) often requires an understanding of visual concepts and language semantics, which relies on external knowledge. Most existing methods exploit pre-trained language models or/and unstructured text, but the knowledge in these resources are often incomplete and noisy. Some other methods prefer to use knowledge graphs (KGs) which often have intensive structured knowledge, but the research is still quite preliminary. In this paper, we propose LaKo, a knowledge-driven VQA method via Late Knowledge-to-text Injection. To effectively incorporate an external KG, we transfer triples into textual format and propose a late injection mechanism for knowledge fusion. Finally we address VQA as a text generation task with an effective encoder-decoder paradigm, which achieves state-of-the-art results on OKVQA dataset.
The Underappreciated Power of Vision Models for Graph Structural Understanding
Graph Neural Networks operate through bottom-up message-passing, fundamentally differing from human visual perception, which intuitively captures global structures first. We investigate the underappreciated potential of vision models for graph understanding, finding they achieve performance comparable to GNNs on established benchmarks while exhibiting distinctly different learning patterns. These divergent behaviors, combined with limitations of existing benchmarks that conflate domain features with topological understanding, motivate our introduction of GraphAbstract. This benchmark evaluates models' ability to perceive global graph properties as humans do: recognizing organizational archetypes, detecting symmetry, sensing connectivity strength, and identifying critical elements. Our results reveal that vision models significantly outperform GNNs on tasks requiring holistic structural understanding and maintain generalizability across varying graph scales, while GNNs struggle with global pattern abstraction and degrade with increasing graph size. This work demonstrates that vision models possess remarkable yet underutilized capabilities for graph structural understanding, particularly for problems requiring global topological awareness and scale-invariant reasoning. These findings open new avenues to leverage this underappreciated potential for developing more effective graph foundation models for tasks dominated by holistic pattern recognition.
GRAB: A Challenging GRaph Analysis Benchmark for Large Multimodal Models
Large multimodal models (LMMs) have exhibited proficiencies across many visual tasks. Although numerous well-known benchmarks exist to evaluate model performance, they increasingly have insufficient headroom. As such, there is a pressing need for a new generation of benchmarks challenging enough for the next generation of LMMs. One area that LMMs show potential is graph analysis, specifically, the tasks an analyst might typically perform when interpreting figures such as estimating the mean, intercepts or correlations of functions and data series. In this work, we introduce GRAB, a graph analysis benchmark, fit for current and future frontier LMMs. Our benchmark is entirely synthetic, ensuring high-quality, noise-free questions. GRAB is comprised of 2170 questions, covering four tasks and 23 graph properties. We evaluate 20 LMMs on GRAB, finding it to be a challenging benchmark, with the highest performing model attaining a score of just 21.7%. Finally, we conduct various ablations to investigate where the models succeed and struggle. We release GRAB to encourage progress in this important, growing domain.
OpenPSG: Open-set Panoptic Scene Graph Generation via Large Multimodal Models
Panoptic Scene Graph Generation (PSG) aims to segment objects and recognize their relations, enabling the structured understanding of an image. Previous methods focus on predicting predefined object and relation categories, hence limiting their applications in the open world scenarios. With the rapid development of large multimodal models (LMMs), significant progress has been made in open-set object detection and segmentation, yet open-set relation prediction in PSG remains unexplored. In this paper, we focus on the task of open-set relation prediction integrated with a pretrained open-set panoptic segmentation model to achieve true open-set panoptic scene graph generation (OpenPSG). Our OpenPSG leverages LMMs to achieve open-set relation prediction in an autoregressive manner. We introduce a relation query transformer to efficiently extract visual features of object pairs and estimate the existence of relations between them. The latter can enhance the prediction efficiency by filtering irrelevant pairs. Finally, we design the generation and judgement instructions to perform open-set relation prediction in PSG autoregressively. To our knowledge, we are the first to propose the open-set PSG task. Extensive experiments demonstrate that our method achieves state-of-the-art performance in open-set relation prediction and panoptic scene graph generation. Code is available at https://github.com/franciszzj/OpenPSG.
HOIverse: A Synthetic Scene Graph Dataset With Human Object Interactions
When humans and robotic agents coexist in an environment, scene understanding becomes crucial for the agents to carry out various downstream tasks like navigation and planning. Hence, an agent must be capable of localizing and identifying actions performed by the human. Current research lacks reliable datasets for performing scene understanding within indoor environments where humans are also a part of the scene. Scene Graphs enable us to generate a structured representation of a scene or an image to perform visual scene understanding. To tackle this, we present HOIverse a synthetic dataset at the intersection of scene graph and human-object interaction, consisting of accurate and dense relationship ground truths between humans and surrounding objects along with corresponding RGB images, segmentation masks, depth images and human keypoints. We compute parametric relations between various pairs of objects and human-object pairs, resulting in an accurate and unambiguous relation definitions. In addition, we benchmark our dataset on state-of-the-art scene graph generation models to predict parametric relations and human-object interactions. Through this dataset, we aim to accelerate research in the field of scene understanding involving people.
MarkushGrapher: Joint Visual and Textual Recognition of Markush Structures
The automated analysis of chemical literature holds promise to accelerate discovery in fields such as material science and drug development. In particular, search capabilities for chemical structures and Markush structures (chemical structure templates) within patent documents are valuable, e.g., for prior-art search. Advancements have been made in the automatic extraction of chemical structures from text and images, yet the Markush structures remain largely unexplored due to their complex multi-modal nature. In this work, we present MarkushGrapher, a multi-modal approach for recognizing Markush structures in documents. Our method jointly encodes text, image, and layout information through a Vision-Text-Layout encoder and an Optical Chemical Structure Recognition vision encoder. These representations are merged and used to auto-regressively generate a sequential graph representation of the Markush structure along with a table defining its variable groups. To overcome the lack of real-world training data, we propose a synthetic data generation pipeline that produces a wide range of realistic Markush structures. Additionally, we present M2S, the first annotated benchmark of real-world Markush structures, to advance research on this challenging task. Extensive experiments demonstrate that our approach outperforms state-of-the-art chemistry-specific and general-purpose vision-language models in most evaluation settings. Code, models, and datasets will be available.
RoboHop: Segment-based Topological Map Representation for Open-World Visual Navigation
Mapping is crucial for spatial reasoning, planning and robot navigation. Existing approaches range from metric, which require precise geometry-based optimization, to purely topological, where image-as-node based graphs lack explicit object-level reasoning and interconnectivity. In this paper, we propose a novel topological representation of an environment based on "image segments", which are semantically meaningful and open-vocabulary queryable, conferring several advantages over previous works based on pixel-level features. Unlike 3D scene graphs, we create a purely topological graph with segments as nodes, where edges are formed by a) associating segment-level descriptors between pairs of consecutive images and b) connecting neighboring segments within an image using their pixel centroids. This unveils a "continuous sense of a place", defined by inter-image persistence of segments along with their intra-image neighbours. It further enables us to represent and update segment-level descriptors through neighborhood aggregation using graph convolution layers, which improves robot localization based on segment-level retrieval. Using real-world data, we show how our proposed map representation can be used to i) generate navigation plans in the form of "hops over segments" and ii) search for target objects using natural language queries describing spatial relations of objects. Furthermore, we quantitatively analyze data association at the segment level, which underpins inter-image connectivity during mapping and segment-level localization when revisiting the same place. Finally, we show preliminary trials on segment-level `hopping' based zero-shot real-world navigation. Project page with supplementary details: oravus.github.io/RoboHop/
Multi-Robot Collaborative Perception with Graph Neural Networks
Multi-robot systems such as swarms of aerial robots are naturally suited to offer additional flexibility, resilience, and robustness in several tasks compared to a single robot by enabling cooperation among the agents. To enhance the autonomous robot decision-making process and situational awareness, multi-robot systems have to coordinate their perception capabilities to collect, share, and fuse environment information among the agents in an efficient and meaningful way such to accurately obtain context-appropriate information or gain resilience to sensor noise or failures. In this paper, we propose a general-purpose Graph Neural Network (GNN) with the main goal to increase, in multi-robot perception tasks, single robots' inference perception accuracy as well as resilience to sensor failures and disturbances. We show that the proposed framework can address multi-view visual perception problems such as monocular depth estimation and semantic segmentation. Several experiments both using photo-realistic and real data gathered from multiple aerial robots' viewpoints show the effectiveness of the proposed approach in challenging inference conditions including images corrupted by heavy noise and camera occlusions or failures.
DARTS-GT: Differentiable Architecture Search for Graph Transformers with Quantifiable Instance-Specific Interpretability Analysis
Graph Transformers (GTs) have emerged as powerful architectures for graph-structured data, yet remain constrained by rigid designs and lack quantifiable interpretability. Current state-of-the-art GTs commit to fixed GNN types across all layers, missing potential benefits of depth-specific component selection, while their complex architectures become opaque where performance gains cannot be distinguished between meaningful patterns and spurious correlations. We redesign GT attention through asymmetry, decoupling structural encoding from feature representation: queries derive from node features while keys and values come from GNN transformations. Within this framework, we use Differentiable ARchiTecture Search (DARTS) to select optimal GNN operators at each layer, enabling depth-wise heterogeneity inside transformer attention itself (DARTS-GT). To understand discovered architectures, we develop the first quantitative interpretability framework for GTs through causal ablation. Our metrics (Head-deviation, Specialization, and Focus), identify which heads and nodes drive predictions while enabling model comparison. Experiments across eight benchmarks show DARTS-GT achieves state-of-the-art on four datasets while remaining competitive on others, with discovered architectures revealing dataset-specific patterns. Our interpretability analysis reveals that visual attention salience and causal importance do not always correlate, indicating widely used visualization approaches may miss components that actually matter. Crucially, heterogeneous architectures found by DARTS-GT consistently produced more interpretable models than baselines, establishing that Graph Transformers need not choose between performance and interpretability.
R-SCoRe: Revisiting Scene Coordinate Regression for Robust Large-Scale Visual Localization
Learning-based visual localization methods that use scene coordinate regression (SCR) offer the advantage of smaller map sizes. However, on datasets with complex illumination changes or image-level ambiguities, it remains a less robust alternative to feature matching methods. This work aims to close the gap. We introduce a covisibility graph-based global encoding learning and data augmentation strategy, along with a depth-adjusted reprojection loss to facilitate implicit triangulation. Additionally, we revisit the network architecture and local feature extraction module. Our method achieves state-of-the-art on challenging large-scale datasets without relying on network ensembles or 3D supervision. On Aachen Day-Night, we are 10times more accurate than previous SCR methods with similar map sizes and require at least 5times smaller map sizes than any other SCR method while still delivering superior accuracy. Code will be available at: https://github.com/cvg/scrstudio .
When Graph meets Multimodal: Benchmarking and Meditating on Multimodal Attributed Graphs Learning
Multimodal Attributed Graphs (MAGs) are ubiquitous in real-world applications, encompassing extensive knowledge through multimodal attributes attached to nodes (e.g., texts and images) and topological structure representing node interactions. Despite its potential to advance diverse research fields like social networks and e-commerce, MAG representation learning (MAGRL) remains underexplored due to the lack of standardized datasets and evaluation frameworks. In this paper, we first propose MAGB, a comprehensive MAG benchmark dataset, featuring curated graphs from various domains with both textual and visual attributes. Based on MAGB dataset, we further systematically evaluate two mainstream MAGRL paradigms: GNN-as-Predictor, which integrates multimodal attributes via Graph Neural Networks (GNNs), and VLM-as-Predictor, which harnesses Vision Language Models (VLMs) for zero-shot reasoning. Extensive experiments on MAGB reveal following critical insights: (i) Modality significances fluctuate drastically with specific domain characteristics. (ii) Multimodal embeddings can elevate the performance ceiling of GNNs. However, intrinsic biases among modalities may impede effective training, particularly in low-data scenarios. (iii) VLMs are highly effective at generating multimodal embeddings that alleviate the imbalance between textual and visual attributes. These discoveries, which illuminate the synergy between multimodal attributes and graph topologies, contribute to reliable benchmarks, paving the way for future MAG research. The MAGB dataset and evaluation pipeline are publicly available at https://github.com/sktsherlock/MAGB.
Visual Story-Writing: Writing by Manipulating Visual Representations of Stories
We define "visual story-writing" as using visual representations of story elements to support writing and revising narrative texts. To demonstrate this approach, we developed a text editor that automatically visualizes a graph of entity interactions, movement between locations, and a timeline of story events. Interacting with these visualizations results in suggested text edits: for example, connecting two characters in the graph creates an interaction between them, moving an entity updates their described location, and rearranging events on the timeline reorganizes the narrative sequence. Through two user studies on narrative text editing and writing, we found that visuals supported participants in planning high-level revisions, tracking story elements, and exploring story variations in ways that encourage creativity. Broadly, our work lays the foundation for writing support, not just through words, but also visuals.
Image Synthesis with Graph Conditioning: CLIP-Guided Diffusion Models for Scene Graphs
Advancements in generative models have sparked significant interest in generating images while adhering to specific structural guidelines. Scene graph to image generation is one such task of generating images which are consistent with the given scene graph. However, the complexity of visual scenes poses a challenge in accurately aligning objects based on specified relations within the scene graph. Existing methods approach this task by first predicting a scene layout and generating images from these layouts using adversarial training. In this work, we introduce a novel approach to generate images from scene graphs which eliminates the need of predicting intermediate layouts. We leverage pre-trained text-to-image diffusion models and CLIP guidance to translate graph knowledge into images. Towards this, we first pre-train our graph encoder to align graph features with CLIP features of corresponding images using a GAN based training. Further, we fuse the graph features with CLIP embedding of object labels present in the given scene graph to create a graph consistent CLIP guided conditioning signal. In the conditioning input, object embeddings provide coarse structure of the image and graph features provide structural alignment based on relationships among objects. Finally, we fine tune a pre-trained diffusion model with the graph consistent conditioning signal with reconstruction and CLIP alignment loss. Elaborate experiments reveal that our method outperforms existing methods on standard benchmarks of COCO-stuff and Visual Genome dataset.
TransRefer3D: Entity-and-Relation Aware Transformer for Fine-Grained 3D Visual Grounding
Recently proposed fine-grained 3D visual grounding is an essential and challenging task, whose goal is to identify the 3D object referred by a natural language sentence from other distractive objects of the same category. Existing works usually adopt dynamic graph networks to indirectly model the intra/inter-modal interactions, making the model difficult to distinguish the referred object from distractors due to the monolithic representations of visual and linguistic contents. In this work, we exploit Transformer for its natural suitability on permutation-invariant 3D point clouds data and propose a TransRefer3D network to extract entity-and-relation aware multimodal context among objects for more discriminative feature learning. Concretely, we devise an Entity-aware Attention (EA) module and a Relation-aware Attention (RA) module to conduct fine-grained cross-modal feature matching. Facilitated by co-attention operation, our EA module matches visual entity features with linguistic entity features while RA module matches pair-wise visual relation features with linguistic relation features, respectively. We further integrate EA and RA modules into an Entity-and-Relation aware Contextual Block (ERCB) and stack several ERCBs to form our TransRefer3D for hierarchical multimodal context modeling. Extensive experiments on both Nr3D and Sr3D datasets demonstrate that our proposed model significantly outperforms existing approaches by up to 10.6% and claims the new state-of-the-art. To the best of our knowledge, this is the first work investigating Transformer architecture for fine-grained 3D visual grounding task.
Keep CALM and Improve Visual Feature Attribution
The class activation mapping, or CAM, has been the cornerstone of feature attribution methods for multiple vision tasks. Its simplicity and effectiveness have led to wide applications in the explanation of visual predictions and weakly-supervised localization tasks. However, CAM has its own shortcomings. The computation of attribution maps relies on ad-hoc calibration steps that are not part of the training computational graph, making it difficult for us to understand the real meaning of the attribution values. In this paper, we improve CAM by explicitly incorporating a latent variable encoding the location of the cue for recognition in the formulation, thereby subsuming the attribution map into the training computational graph. The resulting model, class activation latent mapping, or CALM, is trained with the expectation-maximization algorithm. Our experiments show that CALM identifies discriminative attributes for image classifiers more accurately than CAM and other visual attribution baselines. CALM also shows performance improvements over prior arts on the weakly-supervised object localization benchmarks. Our code is available at https://github.com/naver-ai/calm.
CLEVR Parser: A Graph Parser Library for Geometric Learning on Language Grounded Image Scenes
The CLEVR dataset has been used extensively in language grounded visual reasoning in Machine Learning (ML) and Natural Language Processing (NLP) domains. We present a graph parser library for CLEVR, that provides functionalities for object-centric attributes and relationships extraction, and construction of structural graph representations for dual modalities. Structural order-invariant representations enable geometric learning and can aid in downstream tasks like language grounding to vision, robotics, compositionality, interpretability, and computational grammar construction. We provide three extensible main components - parser, embedder, and visualizer that can be tailored to suit specific learning setups. We also provide out-of-the-box functionality for seamless integration with popular deep graph neural network (GNN) libraries. Additionally, we discuss downstream usage and applications of the library, and how it accelerates research for the NLP research community.
Neural Motifs: Scene Graph Parsing with Global Context
We investigate the problem of producing structured graph representations of visual scenes. Our work analyzes the role of motifs: regularly appearing substructures in scene graphs. We present new quantitative insights on such repeated structures in the Visual Genome dataset. Our analysis shows that object labels are highly predictive of relation labels but not vice-versa. We also find that there are recurring patterns even in larger subgraphs: more than 50% of graphs contain motifs involving at least two relations. Our analysis motivates a new baseline: given object detections, predict the most frequent relation between object pairs with the given labels, as seen in the training set. This baseline improves on the previous state-of-the-art by an average of 3.6% relative improvement across evaluation settings. We then introduce Stacked Motif Networks, a new architecture designed to capture higher order motifs in scene graphs that further improves over our strong baseline by an average 7.1% relative gain. Our code is available at github.com/rowanz/neural-motifs.
Transitive Invariance for Self-supervised Visual Representation Learning
Learning visual representations with self-supervised learning has become popular in computer vision. The idea is to design auxiliary tasks where labels are free to obtain. Most of these tasks end up providing data to learn specific kinds of invariance useful for recognition. In this paper, we propose to exploit different self-supervised approaches to learn representations invariant to (i) inter-instance variations (two objects in the same class should have similar features) and (ii) intra-instance variations (viewpoint, pose, deformations, illumination, etc). Instead of combining two approaches with multi-task learning, we argue to organize and reason the data with multiple variations. Specifically, we propose to generate a graph with millions of objects mined from hundreds of thousands of videos. The objects are connected by two types of edges which correspond to two types of invariance: "different instances but a similar viewpoint and category" and "different viewpoints of the same instance". By applying simple transitivity on the graph with these edges, we can obtain pairs of images exhibiting richer visual invariance. We use this data to train a Triplet-Siamese network with VGG16 as the base architecture and apply the learned representations to different recognition tasks. For object detection, we achieve 63.2% mAP on PASCAL VOC 2007 using Fast R-CNN (compare to 67.3% with ImageNet pre-training). For the challenging COCO dataset, our method is surprisingly close (23.5%) to the ImageNet-supervised counterpart (24.4%) using the Faster R-CNN framework. We also show that our network can perform significantly better than the ImageNet network in the surface normal estimation task.
CogAgent: A Visual Language Model for GUI Agents
People are spending an enormous amount of time on digital devices through graphical user interfaces (GUIs), e.g., computer or smartphone screens. Large language models (LLMs) such as ChatGPT can assist people in tasks like writing emails, but struggle to understand and interact with GUIs, thus limiting their potential to increase automation levels. In this paper, we introduce CogAgent, an 18-billion-parameter visual language model (VLM) specializing in GUI understanding and navigation. By utilizing both low-resolution and high-resolution image encoders, CogAgent supports input at a resolution of 1120*1120, enabling it to recognize tiny page elements and text. As a generalist visual language model, CogAgent achieves the state of the art on five text-rich and four general VQA benchmarks, including VQAv2, OK-VQA, Text-VQA, ST-VQA, ChartQA, infoVQA, DocVQA, MM-Vet, and POPE. CogAgent, using only screenshots as input, outperforms LLM-based methods that consume extracted HTML text on both PC and Android GUI navigation tasks -- Mind2Web and AITW, advancing the state of the art. The model and codes are available at https://github.com/THUDM/CogVLM.
UI-Vision: A Desktop-centric GUI Benchmark for Visual Perception and Interaction
Autonomous agents that navigate Graphical User Interfaces (GUIs) to automate tasks like document editing and file management can greatly enhance computer workflows. While existing research focuses on online settings, desktop environments, critical for many professional and everyday tasks, remain underexplored due to data collection challenges and licensing issues. We introduce UI-Vision, the first comprehensive, license-permissive benchmark for offline, fine-grained evaluation of computer use agents in real-world desktop environments. Unlike online benchmarks, UI-Vision provides: (i) dense, high-quality annotations of human demonstrations, including bounding boxes, UI labels, and action trajectories (clicks, drags, and keyboard inputs) across 83 software applications, and (ii) three fine-to-coarse grained tasks-Element Grounding, Layout Grounding, and Action Prediction-with well-defined metrics to rigorously evaluate agents' performance in desktop environments. Our evaluation reveals critical limitations in state-of-the-art models like UI-TARS-72B, including issues with understanding professional software, spatial reasoning, and complex actions like drag-and-drop. These findings highlight the challenges in developing fully autonomous computer use agents. By releasing UI-Vision as open-source, we aim to advance the development of more capable agents for real-world desktop tasks.
SubGrapher: Visual Fingerprinting of Chemical Structures
Automatic extraction of chemical structures from scientific literature plays a crucial role in accelerating research across fields ranging from drug discovery to materials science. Patent documents, in particular, contain molecular information in visual form, which is often inaccessible through traditional text-based searches. In this work, we introduce SubGrapher, a method for the visual fingerprinting of chemical structure images. Unlike conventional Optical Chemical Structure Recognition (OCSR) models that attempt to reconstruct full molecular graphs, SubGrapher focuses on extracting molecular fingerprints directly from chemical structure images. Using learning-based instance segmentation, SubGrapher identifies functional groups and carbon backbones, constructing a substructure-based fingerprint that enables chemical structure retrieval. Our approach is evaluated against state-of-the-art OCSR and fingerprinting methods, demonstrating superior retrieval performance and robustness across diverse molecular depictions. The dataset, models, and code are publicly available.
HumorDB: Can AI understand graphical humor?
Despite significant advancements in image segmentation and object detection, understanding complex scenes remains a significant challenge. Here, we focus on graphical humor as a paradigmatic example of image interpretation that requires elucidating the interaction of different scene elements in the context of prior cognitive knowledge. This paper introduces HumorDB, a novel, controlled, and carefully curated dataset designed to evaluate and advance visual humor understanding by AI systems. The dataset comprises diverse images spanning photos, cartoons, sketches, and AI-generated content, including minimally contrastive pairs where subtle edits differentiate between humorous and non-humorous versions. We evaluate humans, state-of-the-art vision models, and large vision-language models on three tasks: binary humor classification, funniness rating prediction, and pairwise humor comparison. The results reveal a gap between current AI systems and human-level humor understanding. While pretrained vision-language models perform better than vision-only models, they still struggle with abstract sketches and subtle humor cues. Analysis of attention maps shows that even when models correctly classify humorous images, they often fail to focus on the precise regions that make the image funny. Preliminary mechanistic interpretability studies and evaluation of model explanations provide initial insights into how different architectures process humor. Our results identify promising trends and current limitations, suggesting that an effective understanding of visual humor requires sophisticated architectures capable of detecting subtle contextual features and bridging the gap between visual perception and abstract reasoning. All the code and data are available here: https://github.com/kreimanlab/HumorDB{https://github.com/kreimanlab/HumorDB}
VisualCloze: A Universal Image Generation Framework via Visual In-Context Learning
Recent progress in diffusion models significantly advances various image generation tasks. However, the current mainstream approach remains focused on building task-specific models, which have limited efficiency when supporting a wide range of different needs. While universal models attempt to address this limitation, they face critical challenges, including generalizable task instruction, appropriate task distributions, and unified architectural design. To tackle these challenges, we propose VisualCloze, a universal image generation framework, which supports a wide range of in-domain tasks, generalization to unseen ones, unseen unification of multiple tasks, and reverse generation. Unlike existing methods that rely on language-based task instruction, leading to task ambiguity and weak generalization, we integrate visual in-context learning, allowing models to identify tasks from visual demonstrations. Meanwhile, the inherent sparsity of visual task distributions hampers the learning of transferable knowledge across tasks. To this end, we introduce Graph200K, a graph-structured dataset that establishes various interrelated tasks, enhancing task density and transferable knowledge. Furthermore, we uncover that our unified image generation formulation shared a consistent objective with image infilling, enabling us to leverage the strong generative priors of pre-trained infilling models without modifying the architectures.
ARIEL: Adversarial Graph Contrastive Learning
Contrastive learning is an effective unsupervised method in graph representation learning, and the key component of contrastive learning lies in the construction of positive and negative samples. Previous methods usually utilize the proximity of nodes in the graph as the principle. Recently, the data-augmentation-based contrastive learning method has advanced to show great power in the visual domain, and some works extended this method from images to graphs. However, unlike the data augmentation on images, the data augmentation on graphs is far less intuitive and much harder to provide high-quality contrastive samples, which leaves much space for improvement. In this work, by introducing an adversarial graph view for data augmentation, we propose a simple but effective method, Adversarial Graph Contrastive Learning (ARIEL), to extract informative contrastive samples within reasonable constraints. We develop a new technique called information regularization for stable training and use subgraph sampling for scalability. We generalize our method from node-level contrastive learning to the graph level by treating each graph instance as a super-node. ARIEL consistently outperforms the current graph contrastive learning methods for both node-level and graph-level classification tasks on real-world datasets. We further demonstrate that ARIEL is more robust in the face of adversarial attacks.
GQA: A New Dataset for Real-World Visual Reasoning and Compositional Question Answering
We introduce GQA, a new dataset for real-world visual reasoning and compositional question answering, seeking to address key shortcomings of previous VQA datasets. We have developed a strong and robust question engine that leverages scene graph structures to create 22M diverse reasoning questions, all come with functional programs that represent their semantics. We use the programs to gain tight control over the answer distribution and present a new tunable smoothing technique to mitigate question biases. Accompanying the dataset is a suite of new metrics that evaluate essential qualities such as consistency, grounding and plausibility. An extensive analysis is performed for baselines as well as state-of-the-art models, providing fine-grained results for different question types and topologies. Whereas a blind LSTM obtains mere 42.1%, and strong VQA models achieve 54.1%, human performance tops at 89.3%, offering ample opportunity for new research to explore. We strongly hope GQA will provide an enabling resource for the next generation of models with enhanced robustness, improved consistency, and deeper semantic understanding for images and language.
Multiview Scene Graph
A proper scene representation is central to the pursuit of spatial intelligence where agents can robustly reconstruct and efficiently understand 3D scenes. A scene representation is either metric, such as landmark maps in 3D reconstruction, 3D bounding boxes in object detection, or voxel grids in occupancy prediction, or topological, such as pose graphs with loop closures in SLAM or visibility graphs in SfM. In this work, we propose to build Multiview Scene Graphs (MSG) from unposed images, representing a scene topologically with interconnected place and object nodes. The task of building MSG is challenging for existing representation learning methods since it needs to jointly address both visual place recognition, object detection, and object association from images with limited fields of view and potentially large viewpoint changes. To evaluate any method tackling this task, we developed an MSG dataset and annotation based on a public 3D dataset. We also propose an evaluation metric based on the intersection-over-union score of MSG edges. Moreover, we develop a novel baseline method built on mainstream pretrained vision models, combining visual place recognition and object association into one Transformer decoder architecture. Experiments demonstrate our method has superior performance compared to existing relevant baselines.
HGCLIP: Exploring Vision-Language Models with Graph Representations for Hierarchical Understanding
Object categories are typically organized into a multi-granularity taxonomic hierarchy. When classifying categories at different hierarchy levels, traditional uni-modal approaches focus primarily on image features, revealing limitations in complex scenarios. Recent studies integrating Vision-Language Models (VLMs) with class hierarchies have shown promise, yet they fall short of fully exploiting the hierarchical relationships. These efforts are constrained by their inability to perform effectively across varied granularity of categories. To tackle this issue, we propose a novel framework (HGCLIP) that effectively combines CLIP with a deeper exploitation of the Hierarchical class structure via Graph representation learning. We explore constructing the class hierarchy into a graph, with its nodes representing the textual or image features of each category. After passing through a graph encoder, the textual features incorporate hierarchical structure information, while the image features emphasize class-aware features derived from prototypes through the attention mechanism. Our approach demonstrates significant improvements on 11 diverse visual recognition benchmarks. Our codes are fully available at https://github.com/richard-peng-xia/HGCLIP.
Visual Storytelling with Question-Answer Plans
Visual storytelling aims to generate compelling narratives from image sequences. Existing models often focus on enhancing the representation of the image sequence, e.g., with external knowledge sources or advanced graph structures. Despite recent progress, the stories are often repetitive, illogical, and lacking in detail. To mitigate these issues, we present a novel framework which integrates visual representations with pretrained language models and planning. Our model translates the image sequence into a visual prefix, a sequence of continuous embeddings which language models can interpret. It also leverages a sequence of question-answer pairs as a blueprint plan for selecting salient visual concepts and determining how they should be assembled into a narrative. Automatic and human evaluation on the VIST benchmark (Huang et al., 2016) demonstrates that blueprint-based models generate stories that are more coherent, interesting, and natural compared to competitive baselines and state-of-the-art systems.
Object Detection as an Optional Basis: A Graph Matching Network for Cross-View UAV Localization
With the rapid growth of the low-altitude economy, UAVs have become crucial for measurement and tracking in patrol systems. However, in GNSS-denied areas, satellite-based localization methods are prone to failure. This paper presents a cross-view UAV localization framework that performs map matching via object detection, aimed at effectively addressing cross-temporal, cross-view, heterogeneous aerial image matching. In typical pipelines, UAV visual localization is formulated as an image-retrieval problem: features are extracted to build a localization map, and the pose of a query image is estimated by matching it to a reference database with known poses. Because publicly available UAV localization datasets are limited, many approaches recast localization as a classification task and rely on scene labels in these datasets to ensure accuracy. Other methods seek to reduce cross-domain differences using polar-coordinate reprojection, perspective transformations, or generative adversarial networks; however, they can suffer from misalignment, content loss, and limited realism. In contrast, we leverage modern object detection to accurately extract salient instances from UAV and satellite images, and integrate a graph neural network to reason about inter-image and intra-image node relationships. Using a fine-grained, graph-based node-similarity metric, our method achieves strong retrieval and localization performance. Extensive experiments on public and real-world datasets show that our approach handles heterogeneous appearance differences effectively and generalizes well, making it applicable to scenarios with larger modality gaps, such as infrared-visible image matching. Our dataset will be publicly available at the following URL: https://github.com/liutao23/ODGNNLoc.git.
Talk2PC: Enhancing 3D Visual Grounding through LiDAR and Radar Point Clouds Fusion for Autonomous Driving
Embodied outdoor scene understanding forms the foundation for autonomous agents to perceive, analyze, and react to dynamic driving environments. However, existing 3D understanding is predominantly based on 2D Vision-Language Models (VLMs), which collect and process limited scene-aware contexts. In contrast, compared to the 2D planar visual information, point cloud sensors such as LiDAR provide rich depth and fine-grained 3D representations of objects. Even better the emerging 4D millimeter-wave radar detects the motion trend, velocity, and reflection intensity of each object. The integration of these two modalities provides more flexible querying conditions for natural language, thereby supporting more accurate 3D visual grounding. To this end, we propose a novel method called TPCNet, the first outdoor 3D visual grounding model upon the paradigm of prompt-guided point cloud sensor combination, including both LiDAR and radar sensors. To optimally combine the features of these two sensors required by the prompt, we design a multi-fusion paradigm called Two-Stage Heterogeneous Modal Adaptive Fusion. Specifically, this paradigm initially employs Bidirectional Agent Cross-Attention (BACA), which feeds both-sensor features, characterized by global receptive fields, to the text features for querying. Moreover, we design a Dynamic Gated Graph Fusion (DGGF) module to locate the regions of interest identified by the queries. To further enhance accuracy, we devise an C3D-RECHead, based on the nearest object edge to the ego-vehicle. Experimental results demonstrate that our TPCNet, along with its individual modules, achieves the state-of-the-art performance on both the Talk2Radar and Talk2Car datasets. We release the code at https://github.com/GuanRunwei/TPCNet.
MAC-VO: Metrics-aware Covariance for Learning-based Stereo Visual Odometry
We propose the MAC-VO, a novel learning-based stereo VO that leverages the learned metrics-aware matching uncertainty for dual purposes: selecting keypoint and weighing the residual in pose graph optimization. Compared to traditional geometric methods prioritizing texture-affluent features like edges, our keypoint selector employs the learned uncertainty to filter out the low-quality features based on global inconsistency. In contrast to the learning-based algorithms that model the scale-agnostic diagonal weight matrix for covariance, we design a metrics-aware covariance model to capture the spatial error during keypoint registration and the correlations between different axes. Integrating this covariance model into pose graph optimization enhances the robustness and reliability of pose estimation, particularly in challenging environments with varying illumination, feature density, and motion patterns. On public benchmark datasets, MAC-VO outperforms existing VO algorithms and even some SLAM algorithms in challenging environments. The covariance map also provides valuable information about the reliability of the estimated poses, which can benefit decision-making for autonomous systems.
Knowledge Graphs Meet Multi-Modal Learning: A Comprehensive Survey
Knowledge Graphs (KGs) play a pivotal role in advancing various AI applications, with the semantic web community's exploration into multi-modal dimensions unlocking new avenues for innovation. In this survey, we carefully review over 300 articles, focusing on KG-aware research in two principal aspects: KG-driven Multi-Modal (KG4MM) learning, where KGs support multi-modal tasks, and Multi-Modal Knowledge Graph (MM4KG), which extends KG studies into the MMKG realm. We begin by defining KGs and MMKGs, then explore their construction progress. Our review includes two primary task categories: KG-aware multi-modal learning tasks, such as Image Classification and Visual Question Answering, and intrinsic MMKG tasks like Multi-modal Knowledge Graph Completion and Entity Alignment, highlighting specific research trajectories. For most of these tasks, we provide definitions, evaluation benchmarks, and additionally outline essential insights for conducting relevant research. Finally, we discuss current challenges and identify emerging trends, such as progress in Large Language Modeling and Multi-modal Pre-training strategies. This survey aims to serve as a comprehensive reference for researchers already involved in or considering delving into KG and multi-modal learning research, offering insights into the evolving landscape of MMKG research and supporting future work.
Joint Generative Modeling of Scene Graphs and Images via Diffusion Models
In this paper, we present a novel generative task: joint scene graph - image generation. While previous works have explored image generation conditioned on scene graphs or layouts, our task is distinctive and important as it involves generating scene graphs themselves unconditionally from noise, enabling efficient and interpretable control for image generation. Our task is challenging, requiring the generation of plausible scene graphs with heterogeneous attributes for nodes (objects) and edges (relations among objects), including continuous object bounding boxes and discrete object and relation categories. We introduce a novel diffusion model, DiffuseSG, that jointly models the adjacency matrix along with heterogeneous node and edge attributes. We explore various types of encodings for the categorical data, relaxing it into a continuous space. With a graph transformer being the denoiser, DiffuseSG successively denoises the scene graph representation in a continuous space and discretizes the final representation to generate the clean scene graph. Additionally, we introduce an IoU regularization to enhance the empirical performance. Our model significantly outperforms existing methods in scene graph generation on the Visual Genome and COCO-Stuff datasets, both on standard and newly introduced metrics that better capture the problem complexity. Moreover, we demonstrate the additional benefits of our model in two downstream applications: 1) excelling in a series of scene graph completion tasks, and 2) improving scene graph detection models by using extra training samples generated from DiffuseSG.
Retargeting Visual Data with Deformation Fields
Seam carving is an image editing method that enable content-aware resizing, including operations like removing objects. However, the seam-finding strategy based on dynamic programming or graph-cut limits its applications to broader visual data formats and degrees of freedom for editing. Our observation is that describing the editing and retargeting of images more generally by a displacement field yields a generalisation of content-aware deformations. We propose to learn a deformation with a neural network that keeps the output plausible while trying to deform it only in places with low information content. This technique applies to different kinds of visual data, including images, 3D scenes given as neural radiance fields, or even polygon meshes. Experiments conducted on different visual data show that our method achieves better content-aware retargeting compared to previous methods.
Language-EXtended Indoor SLAM (LEXIS): A Versatile System for Real-time Visual Scene Understanding
Versatile and adaptive semantic understanding would enable autonomous systems to comprehend and interact with their surroundings. Existing fixed-class models limit the adaptability of indoor mobile and assistive autonomous systems. In this work, we introduce LEXIS, a real-time indoor Simultaneous Localization and Mapping (SLAM) system that harnesses the open-vocabulary nature of Large Language Models (LLMs) to create a unified approach to scene understanding and place recognition. The approach first builds a topological SLAM graph of the environment (using visual-inertial odometry) and embeds Contrastive Language-Image Pretraining (CLIP) features in the graph nodes. We use this representation for flexible room classification and segmentation, serving as a basis for room-centric place recognition. This allows loop closure searches to be directed towards semantically relevant places. Our proposed system is evaluated using both public, simulated data and real-world data, covering office and home environments. It successfully categorizes rooms with varying layouts and dimensions and outperforms the state-of-the-art (SOTA). For place recognition and trajectory estimation tasks we achieve equivalent performance to the SOTA, all also utilizing the same pre-trained model. Lastly, we demonstrate the system's potential for planning.
Knowledge Distillation via Token-level Relationship Graph
Knowledge distillation is a powerful technique for transferring knowledge from a pre-trained teacher model to a student model. However, the true potential of knowledge transfer has not been fully explored. Existing approaches primarily focus on distilling individual information or instance-level relationships, overlooking the valuable information embedded in token-level relationships, which may be particularly affected by the long-tail effects. To address the above limitations, we propose a novel method called Knowledge Distillation with Token-level Relationship Graph (TRG) that leverages the token-wise relational knowledge to enhance the performance of knowledge distillation. By employing TRG, the student model can effectively emulate higher-level semantic information from the teacher model, resulting in improved distillation results. To further enhance the learning process, we introduce a token-wise contextual loss called contextual loss, which encourages the student model to capture the inner-instance semantic contextual of the teacher model. We conduct experiments to evaluate the effectiveness of the proposed method against several state-of-the-art approaches. Empirical results demonstrate the superiority of TRG across various visual classification tasks, including those involving imbalanced data. Our method consistently outperforms the existing baselines, establishing a new state-of-the-art performance in the field of knowledge distillation.
Generated Graph Detection
Graph generative models become increasingly effective for data distribution approximation and data augmentation. While they have aroused public concerns about their malicious misuses or misinformation broadcasts, just as what Deepfake visual and auditory media has been delivering to society. Hence it is essential to regulate the prevalence of generated graphs. To tackle this problem, we pioneer the formulation of the generated graph detection problem to distinguish generated graphs from real ones. We propose the first framework to systematically investigate a set of sophisticated models and their performance in four classification scenarios. Each scenario switches between seen and unseen datasets/generators during testing to get closer to real-world settings and progressively challenge the classifiers. Extensive experiments evidence that all the models are qualified for generated graph detection, with specific models having advantages in specific scenarios. Resulting from the validated generality and oblivion of the classifiers to unseen datasets/generators, we draw a safe conclusion that our solution can sustain for a decent while to curb generated graph misuses.
Panoptic Scene Graph Generation
Existing research addresses scene graph generation (SGG) -- a critical technology for scene understanding in images -- from a detection perspective, i.e., objects are detected using bounding boxes followed by prediction of their pairwise relationships. We argue that such a paradigm causes several problems that impede the progress of the field. For instance, bounding box-based labels in current datasets usually contain redundant classes like hairs, and leave out background information that is crucial to the understanding of context. In this work, we introduce panoptic scene graph generation (PSG), a new problem task that requires the model to generate a more comprehensive scene graph representation based on panoptic segmentations rather than rigid bounding boxes. A high-quality PSG dataset, which contains 49k well-annotated overlapping images from COCO and Visual Genome, is created for the community to keep track of its progress. For benchmarking, we build four two-stage baselines, which are modified from classic methods in SGG, and two one-stage baselines called PSGTR and PSGFormer, which are based on the efficient Transformer-based detector, i.e., DETR. While PSGTR uses a set of queries to directly learn triplets, PSGFormer separately models the objects and relations in the form of queries from two Transformer decoders, followed by a prompting-like relation-object matching mechanism. In the end, we share insights on open challenges and future directions.
Image Scene Graph Generation (SGG) Benchmark
There is a surge of interest in image scene graph generation (object, attribute and relationship detection) due to the need of building fine-grained image understanding models that go beyond object detection. Due to the lack of a good benchmark, the reported results of different scene graph generation models are not directly comparable, impeding the research progress. We have developed a much-needed scene graph generation benchmark based on the maskrcnn-benchmark and several popular models. This paper presents main features of our benchmark and a comprehensive ablation study of scene graph generation models using the Visual Genome and OpenImages Visual relationship detection datasets. Our codebase is made publicly available at https://github.com/microsoft/scene_graph_benchmark.
Evaluating Graph Vulnerability and Robustness using TIGER
Network robustness plays a crucial role in our understanding of complex interconnected systems such as transportation, communication, and computer networks. While significant research has been conducted in the area of network robustness, no comprehensive open-source toolbox currently exists to assist researchers and practitioners in this important topic. This lack of available tools hinders reproducibility and examination of existing work, development of new research, and dissemination of new ideas. We contribute TIGER, an open-sourced Python toolbox to address these challenges. TIGER contains 22 graph robustness measures with both original and fast approximate versions; 17 failure and attack strategies; 15 heuristic and optimization-based defense techniques; and 4 simulation tools. By democratizing the tools required to study network robustness, our goal is to assist researchers and practitioners in analyzing their own networks; and facilitate the development of new research in the field. TIGER has been integrated into the Nvidia Data Science Teaching Kit available to educators across the world; and Georgia Tech's Data and Visual Analytics class with over 1,000 students. TIGER is open sourced at: https://github.com/safreita1/TIGER
GAN Lab: Understanding Complex Deep Generative Models using Interactive Visual Experimentation
Recent success in deep learning has generated immense interest among practitioners and students, inspiring many to learn about this new technology. While visual and interactive approaches have been successfully developed to help people more easily learn deep learning, most existing tools focus on simpler models. In this work, we present GAN Lab, the first interactive visualization tool designed for non-experts to learn and experiment with Generative Adversarial Networks (GANs), a popular class of complex deep learning models. With GAN Lab, users can interactively train generative models and visualize the dynamic training process's intermediate results. GAN Lab tightly integrates an model overview graph that summarizes GAN's structure, and a layered distributions view that helps users interpret the interplay between submodels. GAN Lab introduces new interactive experimentation features for learning complex deep learning models, such as step-by-step training at multiple levels of abstraction for understanding intricate training dynamics. Implemented using TensorFlow.js, GAN Lab is accessible to anyone via modern web browsers, without the need for installation or specialized hardware, overcoming a major practical challenge in deploying interactive tools for deep learning.
ActiVis: Visual Exploration of Industry-Scale Deep Neural Network Models
While deep learning models have achieved state-of-the-art accuracies for many prediction tasks, understanding these models remains a challenge. Despite the recent interest in developing visual tools to help users interpret deep learning models, the complexity and wide variety of models deployed in industry, and the large-scale datasets that they used, pose unique design challenges that are inadequately addressed by existing work. Through participatory design sessions with over 15 researchers and engineers at Facebook, we have developed, deployed, and iteratively improved ActiVis, an interactive visualization system for interpreting large-scale deep learning models and results. By tightly integrating multiple coordinated views, such as a computation graph overview of the model architecture, and a neuron activation view for pattern discovery and comparison, users can explore complex deep neural network models at both the instance- and subset-level. ActiVis has been deployed on Facebook's machine learning platform. We present case studies with Facebook researchers and engineers, and usage scenarios of how ActiVis may work with different models.
Visual Sketchpad: Sketching as a Visual Chain of Thought for Multimodal Language Models
Humans draw to facilitate reasoning: we draw auxiliary lines when solving geometry problems; we mark and circle when reasoning on maps; we use sketches to amplify our ideas and relieve our limited-capacity working memory. However, such actions are missing in current multimodal language models (LMs). Current chain-of-thought and tool-use paradigms only use text as intermediate reasoning steps. In this work, we introduce Sketchpad, a framework that gives multimodal LMs a visual sketchpad and tools to draw on the sketchpad. The LM conducts planning and reasoning according to the visual artifacts it has drawn. Different from prior work, which uses text-to-image models to enable LMs to draw, Sketchpad enables LMs to draw with lines, boxes, marks, etc., which is closer to human sketching and better facilitates reasoning. Sketchpad can also use specialist vision models during the sketching process (e.g., draw bounding boxes with object detection models, draw masks with segmentation models), to further enhance visual perception and reasoning. We experiment with a wide range of math tasks (including geometry, functions, graphs, and chess) and complex visual reasoning tasks. Sketchpad substantially improves performance on all tasks over strong base models with no sketching, yielding an average gain of 12.7% on math tasks, and 8.6% on vision tasks. GPT-4o with Sketchpad sets a new state of the art on all tasks, including V*Bench (80.3%), BLINK spatial reasoning (83.9%), and visual correspondence (80.8%). All codes and data are in https://visualsketchpad.github.io/.
Probabilistic Hyper-Graphs using Multiple Randomly Masked Autoencoders for Semi-supervised Multi-modal Multi-task Learning
The computer vision domain has greatly benefited from an abundance of data across many modalities to improve on various visual tasks. Recently, there has been a lot of focus on self-supervised pre-training methods through Masked Autoencoders (MAE) he2022masked,bachmann2022multimae, usually used as a first step before optimizing for a downstream task, such as classification or regression. This is very useful as it doesn't require any manually labeled data. In this work, we introduce Probabilistic Hyper-Graphs using Masked Autoencoders (PHG-MAE): a novel model that unifies the classical work on neural graphs leordeanu2021semi with the modern approach of masked autoencoders under a common theoretical framework. Through random masking of entire modalities, not just patches, the model samples from the distribution of hyper-edges on each forward pass. Additionally, the model adapts the standard MAE algorithm by combining pre-training and fine-tuning into a single training loop. Moreover, our approach enables the creation of inference-time ensembles which, through aggregation, boost the final prediction performance and consistency. Lastly, we show that we can apply knowledge distillation on top of the ensembles with little loss in performance, even with models that have fewer than 1M parameters. While our work mostly focuses on outdoor UAV scenes that contain multiple world interpretations and modalities, the same steps can be followed in other similar domains, such as autonomous driving or indoor robotics. In order to streamline the process of integrating external pre-trained experts for computer vision multi-modal multi-task learning (MTL) scenarios, we developed a data-pipeline software. Using this tool, we have created and released a fully-automated extension of the Dronescapes dataset. All the technical details, code and reproduction steps are publicly released.
Enhanced Multimodal RAG-LLM for Accurate Visual Question Answering
Multimodal large language models (MLLMs), such as GPT-4o, Gemini, LLaVA, and Flamingo, have made significant progress in integrating visual and textual modalities, excelling in tasks like visual question answering (VQA), image captioning, and content retrieval. They can generate coherent and contextually relevant descriptions of images. However, they still face challenges in accurately identifying and counting objects and determining their spatial locations, particularly in complex scenes with overlapping or small objects. To address these limitations, we propose a novel framework based on multimodal retrieval-augmented generation (RAG), which introduces structured scene graphs to enhance object recognition, relationship identification, and spatial understanding within images. Our framework improves the MLLM's capacity to handle tasks requiring precise visual descriptions, especially in scenarios with challenging perspectives, such as aerial views or scenes with dense object arrangements. Finally, we conduct extensive experiments on the VG-150 dataset that focuses on first-person visual understanding and the AUG dataset that involves aerial imagery. The results show that our approach consistently outperforms existing MLLMs in VQA tasks, which stands out in recognizing, localizing, and quantifying objects in different spatial contexts and provides more accurate visual descriptions.
VGBench: Evaluating Large Language Models on Vector Graphics Understanding and Generation
In the realm of vision models, the primary mode of representation is using pixels to rasterize the visual world. Yet this is not always the best or unique way to represent visual content, especially for designers and artists who depict the world using geometry primitives such as polygons. Vector graphics (VG), on the other hand, offer a textual representation of visual content, which can be more concise and powerful for content like cartoons or sketches. Recent studies have shown promising results on processing vector graphics with capable Large Language Models (LLMs). However, such works focus solely on qualitative results, understanding, or a specific type of vector graphics. We propose VGBench, a comprehensive benchmark for LLMs on handling vector graphics through diverse aspects, including (a) both visual understanding and generation, (b) evaluation of various vector graphics formats, (c) diverse question types, (d) wide range of prompting techniques, (e) under multiple LLMs. Evaluating on our collected 4279 understanding and 5845 generation samples, we find that LLMs show strong capability on both aspects while exhibiting less desirable performance on low-level formats (SVG). Both data and evaluation pipeline will be open-sourced at https://vgbench.github.io.
ViMo: A Generative Visual GUI World Model for App Agent
App agents, which autonomously operate mobile Apps through Graphical User Interfaces (GUIs), have gained significant interest in real-world applications. Yet, they often struggle with long-horizon planning, failing to find the optimal actions for complex tasks with longer steps. To address this, world models are used to predict the next GUI observation based on user actions, enabling more effective agent planning. However, existing world models primarily focus on generating only textual descriptions, lacking essential visual details. To fill this gap, we propose ViMo, the first visual world model designed to generate future App observations as images. For the challenge of generating text in image patches, where even minor pixel errors can distort readability, we decompose GUI generation into graphic and text content generation. We propose a novel data representation, the Symbolic Text Representation~(STR) to overlay text content with symbolic placeholders while preserving graphics. With this design, ViMo employs a STR Predictor to predict future GUIs' graphics and a GUI-text Predictor for generating the corresponding text. Moreover, we deploy ViMo to enhance agent-focused tasks by predicting the outcome of different action options. Experiments show ViMo's ability to generate visually plausible and functionally effective GUIs that enable App agents to make more informed decisions.
Generative Visual Communication in the Era of Vision-Language Models
Visual communication, dating back to prehistoric cave paintings, is the use of visual elements to convey ideas and information. In today's visually saturated world, effective design demands an understanding of graphic design principles, visual storytelling, human psychology, and the ability to distill complex information into clear visuals. This dissertation explores how recent advancements in vision-language models (VLMs) can be leveraged to automate the creation of effective visual communication designs. Although generative models have made great progress in generating images from text, they still struggle to simplify complex ideas into clear, abstract visuals and are constrained by pixel-based outputs, which lack flexibility for many design tasks. To address these challenges, we constrain the models' operational space and introduce task-specific regularizations. We explore various aspects of visual communication, namely, sketches and visual abstraction, typography, animation, and visual inspiration.
One-shot Video Imitation via Parameterized Symbolic Abstraction Graphs
Learning to manipulate dynamic and deformable objects from a single demonstration video holds great promise in terms of scalability. Previous approaches have predominantly focused on either replaying object relationships or actor trajectories. The former often struggles to generalize across diverse tasks, while the latter suffers from data inefficiency. Moreover, both methodologies encounter challenges in capturing invisible physical attributes, such as forces. In this paper, we propose to interpret video demonstrations through Parameterized Symbolic Abstraction Graphs (PSAG), where nodes represent objects and edges denote relationships between objects. We further ground geometric constraints through simulation to estimate non-geometric, visually imperceptible attributes. The augmented PSAG is then applied in real robot experiments. Our approach has been validated across a range of tasks, such as Cutting Avocado, Cutting Vegetable, Pouring Liquid, Rolling Dough, and Slicing Pizza. We demonstrate successful generalization to novel objects with distinct visual and physical properties.
LOGICSEG: Parsing Visual Semantics with Neural Logic Learning and Reasoning
Current high-performance semantic segmentation models are purely data-driven sub-symbolic approaches and blind to the structured nature of the visual world. This is in stark contrast to human cognition which abstracts visual perceptions at multiple levels and conducts symbolic reasoning with such structured abstraction. To fill these fundamental gaps, we devise LOGICSEG, a holistic visual semantic parser that integrates neural inductive learning and logic reasoning with both rich data and symbolic knowledge. In particular, the semantic concepts of interest are structured as a hierarchy, from which a set of constraints are derived for describing the symbolic relations and formalized as first-order logic rules. After fuzzy logic-based continuous relaxation, logical formulae are grounded onto data and neural computational graphs, hence enabling logic-induced network training. During inference, logical constraints are packaged into an iterative process and injected into the network in a form of several matrix multiplications, so as to achieve hierarchy-coherent prediction with logic reasoning. These designs together make LOGICSEG a general and compact neural-logic machine that is readily integrated into existing segmentation models. Extensive experiments over four datasets with various segmentation models and backbones verify the effectiveness and generality of LOGICSEG. We believe this study opens a new avenue for visual semantic parsing.
Transformer-based Image Generation from Scene Graphs
Graph-structured scene descriptions can be efficiently used in generative models to control the composition of the generated image. Previous approaches are based on the combination of graph convolutional networks and adversarial methods for layout prediction and image generation, respectively. In this work, we show how employing multi-head attention to encode the graph information, as well as using a transformer-based model in the latent space for image generation can improve the quality of the sampled data, without the need to employ adversarial models with the subsequent advantage in terms of training stability. The proposed approach, specifically, is entirely based on transformer architectures both for encoding scene graphs into intermediate object layouts and for decoding these layouts into images, passing through a lower dimensional space learned by a vector-quantized variational autoencoder. Our approach shows an improved image quality with respect to state-of-the-art methods as well as a higher degree of diversity among multiple generations from the same scene graph. We evaluate our approach on three public datasets: Visual Genome, COCO, and CLEVR. We achieve an Inception Score of 13.7 and 12.8, and an FID of 52.3 and 60.3, on COCO and Visual Genome, respectively. We perform ablation studies on our contributions to assess the impact of each component. Code is available at https://github.com/perceivelab/trf-sg2im
Automatic Generation of Contrast Sets from Scene Graphs: Probing the Compositional Consistency of GQA
Recent works have shown that supervised models often exploit data artifacts to achieve good test scores while their performance severely degrades on samples outside their training distribution. Contrast sets (Gardneret al., 2020) quantify this phenomenon by perturbing test samples in a minimal way such that the output label is modified. While most contrast sets were created manually, requiring intensive annotation effort, we present a novel method which leverages rich semantic input representation to automatically generate contrast sets for the visual question answering task. Our method computes the answer of perturbed questions, thus vastly reducing annotation cost and enabling thorough evaluation of models' performance on various semantic aspects (e.g., spatial or relational reasoning). We demonstrate the effectiveness of our approach on the GQA dataset and its semantic scene graph image representation. We find that, despite GQA's compositionality and carefully balanced label distribution, two high-performing models drop 13-17% in accuracy compared to the original test set. Finally, we show that our automatic perturbation can be applied to the training set to mitigate the degradation in performance, opening the door to more robust models.
Generative Adversarial Zero-shot Learning via Knowledge Graphs
Zero-shot learning (ZSL) is to handle the prediction of those unseen classes that have no labeled training data. Recently, generative methods like Generative Adversarial Networks (GANs) are being widely investigated for ZSL due to their high accuracy, generalization capability and so on. However, the side information of classes used now is limited to text descriptions and attribute annotations, which are in short of semantics of the classes. In this paper, we introduce a new generative ZSL method named KG-GAN by incorporating rich semantics in a knowledge graph (KG) into GANs. Specifically, we build upon Graph Neural Networks and encode KG from two views: class view and attribute view considering the different semantics of KG. With well-learned semantic embeddings for each node (representing a visual category), we leverage GANs to synthesize compelling visual features for unseen classes. According to our evaluation with multiple image classification datasets, KG-GAN can achieve better performance than the state-of-the-art baselines.
Zero-shot Recognition via Semantic Embeddings and Knowledge Graphs
We consider the problem of zero-shot recognition: learning a visual classifier for a category with zero training examples, just using the word embedding of the category and its relationship to other categories, which visual data are provided. The key to dealing with the unfamiliar or novel category is to transfer knowledge obtained from familiar classes to describe the unfamiliar class. In this paper, we build upon the recently introduced Graph Convolutional Network (GCN) and propose an approach that uses both semantic embeddings and the categorical relationships to predict the classifiers. Given a learned knowledge graph (KG), our approach takes as input semantic embeddings for each node (representing visual category). After a series of graph convolutions, we predict the visual classifier for each category. During training, the visual classifiers for a few categories are given to learn the GCN parameters. At test time, these filters are used to predict the visual classifiers of unseen categories. We show that our approach is robust to noise in the KG. More importantly, our approach provides significant improvement in performance compared to the current state-of-the-art results (from 2 ~ 3% on some metrics to whopping 20% on a few).
ViSTA-SLAM: Visual SLAM with Symmetric Two-view Association
We present ViSTA-SLAM as a real-time monocular visual SLAM system that operates without requiring camera intrinsics, making it broadly applicable across diverse camera setups. At its core, the system employs a lightweight symmetric two-view association (STA) model as the frontend, which simultaneously estimates relative camera poses and regresses local pointmaps from only two RGB images. This design reduces model complexity significantly, the size of our frontend is only 35\% that of comparable state-of-the-art methods, while enhancing the quality of two-view constraints used in the pipeline. In the backend, we construct a specially designed Sim(3) pose graph that incorporates loop closures to address accumulated drift. Extensive experiments demonstrate that our approach achieves superior performance in both camera tracking and dense 3D reconstruction quality compared to current methods. Github repository: https://github.com/zhangganlin/vista-slam
FormNetV2: Multimodal Graph Contrastive Learning for Form Document Information Extraction
The recent advent of self-supervised pre-training techniques has led to a surge in the use of multimodal learning in form document understanding. However, existing approaches that extend the mask language modeling to other modalities require careful multi-task tuning, complex reconstruction target designs, or additional pre-training data. In FormNetV2, we introduce a centralized multimodal graph contrastive learning strategy to unify self-supervised pre-training for all modalities in one loss. The graph contrastive objective maximizes the agreement of multimodal representations, providing a natural interplay for all modalities without special customization. In addition, we extract image features within the bounding box that joins a pair of tokens connected by a graph edge, capturing more targeted visual cues without loading a sophisticated and separately pre-trained image embedder. FormNetV2 establishes new state-of-the-art performance on FUNSD, CORD, SROIE and Payment benchmarks with a more compact model size.
ObjectReact: Learning Object-Relative Control for Visual Navigation
Visual navigation using only a single camera and a topological map has recently become an appealing alternative to methods that require additional sensors and 3D maps. This is typically achieved through an "image-relative" approach to estimating control from a given pair of current observation and subgoal image. However, image-level representations of the world have limitations because images are strictly tied to the agent's pose and embodiment. In contrast, objects, being a property of the map, offer an embodiment- and trajectory-invariant world representation. In this work, we present a new paradigm of learning "object-relative" control that exhibits several desirable characteristics: a) new routes can be traversed without strictly requiring to imitate prior experience, b) the control prediction problem can be decoupled from solving the image matching problem, and c) high invariance can be achieved in cross-embodiment deployment for variations across both training-testing and mapping-execution settings. We propose a topometric map representation in the form of a "relative" 3D scene graph, which is used to obtain more informative object-level global path planning costs. We train a local controller, dubbed "ObjectReact", conditioned directly on a high-level "WayObject Costmap" representation that eliminates the need for an explicit RGB input. We demonstrate the advantages of learning object-relative control over its image-relative counterpart across sensor height variations and multiple navigation tasks that challenge the underlying spatial understanding capability, e.g., navigating a map trajectory in the reverse direction. We further show that our sim-only policy is able to generalize well to real-world indoor environments. Code and supplementary material are accessible via project page: https://object-react.github.io/
Towards Foundation Models for Knowledge Graph Reasoning
Foundation models in language and vision have the ability to run inference on any textual and visual inputs thanks to the transferable representations such as a vocabulary of tokens in language. Knowledge graphs (KGs) have different entity and relation vocabularies that generally do not overlap. The key challenge of designing foundation models on KGs is to learn such transferable representations that enable inference on any graph with arbitrary entity and relation vocabularies. In this work, we make a step towards such foundation models and present ULTRA, an approach for learning universal and transferable graph representations. ULTRA builds relational representations as a function conditioned on their interactions. Such a conditioning strategy allows a pre-trained ULTRA model to inductively generalize to any unseen KG with any relation vocabulary and to be fine-tuned on any graph. Conducting link prediction experiments on 57 different KGs, we find that the zero-shot inductive inference performance of a single pre-trained ULTRA model on unseen graphs of various sizes is often on par or better than strong baselines trained on specific graphs. Fine-tuning further boosts the performance.
MB-ORES: A Multi-Branch Object Reasoner for Visual Grounding in Remote Sensing
We propose a unified framework that integrates object detection (OD) and visual grounding (VG) for remote sensing (RS) imagery. To support conventional OD and establish an intuitive prior for VG task, we fine-tune an open-set object detector using referring expression data, framing it as a partially supervised OD task. In the first stage, we construct a graph representation of each image, comprising object queries, class embeddings, and proposal locations. Then, our task-aware architecture processes this graph to perform the VG task. The model consists of: (i) a multi-branch network that integrates spatial, visual, and categorical features to generate task-aware proposals, and (ii) an object reasoning network that assigns probabilities across proposals, followed by a soft selection mechanism for final referring object localization. Our model demonstrates superior performance on the OPT-RSVG and DIOR-RSVG datasets, achieving significant improvements over state-of-the-art methods while retaining classical OD capabilities. The code will be available in our repository: https://github.com/rd20karim/MB-ORES.
Weakly Supervised Fine-grained Scene Graph Generation via Large Language Model
Weakly-Supervised Scene Graph Generation (WSSGG) research has recently emerged as an alternative to the fully-supervised approach that heavily relies on costly annotations. In this regard, studies on WSSGG have utilized image captions to obtain unlocalized triplets while primarily focusing on grounding the unlocalized triplets over image regions. However, they have overlooked the two issues involved in the triplet formation process from the captions: 1) Semantic over-simplification issue arises when extracting triplets from captions, where fine-grained predicates in captions are undesirably converted into coarse-grained predicates, resulting in a long-tailed predicate distribution, and 2) Low-density scene graph issue arises when aligning the triplets in the caption with entity/predicate classes of interest, where many triplets are discarded and not used in training, leading to insufficient supervision. To tackle the two issues, we propose a new approach, i.e., Large Language Model for weakly-supervised SGG (LLM4SGG), where we mitigate the two issues by leveraging the LLM's in-depth understanding of language and reasoning ability during the extraction of triplets from captions and alignment of entity/predicate classes with target data. To further engage the LLM in these processes, we adopt the idea of Chain-of-Thought and the in-context few-shot learning strategy. To validate the effectiveness of LLM4SGG, we conduct extensive experiments on Visual Genome and GQA datasets, showing significant improvements in both Recall@K and mean Recall@K compared to the state-of-the-art WSSGG methods. A further appeal is that LLM4SGG is data-efficient, enabling effective model training with a small amount of training images.
MMS-VPR: Multimodal Street-Level Visual Place Recognition Dataset and Benchmark
Existing visual place recognition (VPR) datasets predominantly rely on vehicle-mounted imagery, lack multimodal diversity and underrepresent dense, mixed-use street-level spaces, especially in non-Western urban contexts. To address these gaps, we introduce MMS-VPR, a large-scale multimodal dataset for street-level place recognition in complex, pedestrian-only environments. The dataset comprises 78,575 annotated images and 2,512 video clips captured across 207 locations in a ~70,800 m^2 open-air commercial district in Chengdu, China. Each image is labeled with precise GPS coordinates, timestamp, and textual metadata, and covers varied lighting conditions, viewpoints, and timeframes. MMS-VPR follows a systematic and replicable data collection protocol with minimal device requirements, lowering the barrier for scalable dataset creation. Importantly, the dataset forms an inherent spatial graph with 125 edges, 81 nodes, and 1 subgraph, enabling structure-aware place recognition. We further define two application-specific subsets -- Dataset_Edges and Dataset_Points -- to support fine-grained and graph-based evaluation tasks. Extensive benchmarks using conventional VPR models, graph neural networks, and multimodal baselines show substantial improvements when leveraging multimodal and structural cues. MMS-VPR facilitates future research at the intersection of computer vision, geospatial understanding, and multimodal reasoning. The dataset is publicly available at https://huggingface.co/datasets/Yiwei-Ou/MMS-VPR.
Narrative Studio: Visual narrative exploration using LLMs and Monte Carlo Tree Search
Interactive storytelling benefits from planning and exploring multiple 'what if' scenarios. Modern LLMs are useful tools for ideation and exploration, but current chat-based user interfaces restrict users to a single linear flow. To address this limitation, we propose Narrative Studio -- a novel in-browser narrative exploration environment featuring a tree-like interface that allows branching exploration from user-defined points in a story. Each branch is extended via iterative LLM inference guided by system and user-defined prompts. Additionally, we employ Monte Carlo Tree Search (MCTS) to automatically expand promising narrative paths based on user-specified criteria, enabling more diverse and robust story development. We also allow users to enhance narrative coherence by grounding the generated text in an entity graph that represents the actors and environment of the story.
Transformer-Based Multimodal Knowledge Graph Completion with Link-Aware Contexts
Multimodal knowledge graph completion (MMKGC) aims to predict missing links in multimodal knowledge graphs (MMKGs) by leveraging information from various modalities alongside structural data. Existing MMKGC approaches primarily extend traditional knowledge graph embedding (KGE) models, which often require creating an embedding for every entity. This results in large model sizes and inefficiencies in integrating multimodal information, particularly for real-world graphs. Meanwhile, Transformer-based models have demonstrated competitive performance in knowledge graph completion (KGC). However, their focus on single-modal knowledge limits their capacity to utilize cross-modal information. Recently, Large vision-language models (VLMs) have shown potential in cross-modal tasks but are constrained by the high cost of training. In this work, we propose a novel approach that integrates Transformer-based KGE models with cross-modal context generated by pre-trained VLMs, thereby extending their applicability to MMKGC. Specifically, we employ a pre-trained VLM to transform relevant visual information from entities and their neighbors into textual sequences. We then frame KGC as a sequence-to-sequence task, fine-tuning the model with the generated cross-modal context. This simple yet effective method significantly reduces model size compared to traditional KGE approaches while achieving competitive performance across multiple large-scale datasets with minimal hyperparameter tuning.
3D Scene Graph Guided Vision-Language Pre-training
3D vision-language (VL) reasoning has gained significant attention due to its potential to bridge the 3D physical world with natural language descriptions. Existing approaches typically follow task-specific, highly specialized paradigms. Therefore, these methods focus on a limited range of reasoning sub-tasks and rely heavily on the hand-crafted modules and auxiliary losses. This highlights the need for a simpler, unified and general-purpose model. In this paper, we leverage the inherent connection between 3D scene graphs and natural language, proposing a 3D scene graph-guided vision-language pre-training (VLP) framework. Our approach utilizes modality encoders, graph convolutional layers and cross-attention layers to learn universal representations that adapt to a variety of 3D VL reasoning tasks, thereby eliminating the need for task-specific designs. The pre-training objectives include: 1) Scene graph-guided contrastive learning, which leverages the strong correlation between 3D scene graphs and natural language to align 3D objects with textual features at various fine-grained levels; and 2) Masked modality learning, which uses cross-modality information to reconstruct masked words and 3D objects. Instead of directly reconstructing the 3D point clouds of masked objects, we use position clues to predict their semantic categories. Extensive experiments demonstrate that our pre-training model, when fine-tuned on several downstream tasks, achieves performance comparable to or better than existing methods in tasks such as 3D visual grounding, 3D dense captioning, and 3D question answering.
AceMap: Knowledge Discovery through Academic Graph
The exponential growth of scientific literature requires effective management and extraction of valuable insights. While existing scientific search engines excel at delivering search results based on relational databases, they often neglect the analysis of collaborations between scientific entities and the evolution of ideas, as well as the in-depth analysis of content within scientific publications. The representation of heterogeneous graphs and the effective measurement, analysis, and mining of such graphs pose significant challenges. To address these challenges, we present AceMap, an academic system designed for knowledge discovery through academic graph. We present advanced database construction techniques to build the comprehensive AceMap database with large-scale academic entities that contain rich visual, textual, and numerical information. AceMap also employs innovative visualization, quantification, and analysis methods to explore associations and logical relationships among academic entities. AceMap introduces large-scale academic network visualization techniques centered on nebular graphs, providing a comprehensive view of academic networks from multiple perspectives. In addition, AceMap proposes a unified metric based on structural entropy to quantitatively measure the knowledge content of different academic entities. Moreover, AceMap provides advanced analysis capabilities, including tracing the evolution of academic ideas through citation relationships and concept co-occurrence, and generating concise summaries informed by this evolutionary process. In addition, AceMap uses machine reading methods to generate potential new ideas at the intersection of different fields. Exploring the integration of large language models and knowledge graphs is a promising direction for future research in idea evolution. Please visit https://www.acemap.info for further exploration.
Davidsonian Scene Graph: Improving Reliability in Fine-grained Evaluation for Text-to-Image Generation
Evaluating text-to-image models is notoriously difficult. A strong recent approach for assessing text-image faithfulness is based on QG/A (question generation and answering), which uses pre-trained foundational models to automatically generate a set of questions and answers from the prompt, and output images are scored based on whether these answers extracted with a visual question answering model are consistent with the prompt-based answers. This kind of evaluation is naturally dependent on the quality of the underlying QG and VQA models. We identify and address several reliability challenges in existing QG/A work: (a) QG questions should respect the prompt (avoiding hallucinations, duplications, and omissions) and (b) VQA answers should be consistent (not asserting that there is no motorcycle in an image while also claiming the motorcycle is blue). We address these issues with Davidsonian Scene Graph (DSG), an empirically grounded evaluation framework inspired by formal semantics, which is adaptable to any QG/A frameworks. DSG produces atomic and unique questions organized in dependency graphs, which (i) ensure appropriate semantic coverage and (ii) sidestep inconsistent answers. With extensive experimentation and human evaluation on a range of model configurations (LLM, VQA, and T2I), we empirically demonstrate that DSG addresses the challenges noted above. Finally, we present DSG-1k, an open-sourced evaluation benchmark that includes 1,060 prompts, covering a wide range of fine-grained semantic categories with a balanced distribution. We release the DSG-1k prompts and the corresponding DSG questions.
Multi-source Semantic Graph-based Multimodal Sarcasm Explanation Generation
Multimodal Sarcasm Explanation (MuSE) is a new yet challenging task, which aims to generate a natural language sentence for a multimodal social post (an image as well as its caption) to explain why it contains sarcasm. Although the existing pioneer study has achieved great success with the BART backbone, it overlooks the gap between the visual feature space and the decoder semantic space, the object-level metadata of the image, as well as the potential external knowledge. To solve these limitations, in this work, we propose a novel mulTi-source sEmantic grAph-based Multimodal sarcasm explanation scheme, named TEAM. In particular, TEAM extracts the object-level semantic meta-data instead of the traditional global visual features from the input image. Meanwhile, TEAM resorts to ConceptNet to obtain the external related knowledge concepts for the input text and the extracted object meta-data. Thereafter, TEAM introduces a multi-source semantic graph that comprehensively characterize the multi-source (i.e., caption, object meta-data, external knowledge) semantic relations to facilitate the sarcasm reasoning. Extensive experiments on a public released dataset MORE verify the superiority of our model over cutting-edge methods.
Generating Visual Spatial Description via Holistic 3D Scene Understanding
Visual spatial description (VSD) aims to generate texts that describe the spatial relations of the given objects within images. Existing VSD work merely models the 2D geometrical vision features, thus inevitably falling prey to the problem of skewed spatial understanding of target objects. In this work, we investigate the incorporation of 3D scene features for VSD. With an external 3D scene extractor, we obtain the 3D objects and scene features for input images, based on which we construct a target object-centered 3D spatial scene graph (Go3D-S2G), such that we model the spatial semantics of target objects within the holistic 3D scenes. Besides, we propose a scene subgraph selecting mechanism, sampling topologically-diverse subgraphs from Go3D-S2G, where the diverse local structure features are navigated to yield spatially-diversified text generation. Experimental results on two VSD datasets demonstrate that our framework outperforms the baselines significantly, especially improving on the cases with complex visual spatial relations. Meanwhile, our method can produce more spatially-diversified generation. Code is available at https://github.com/zhaoyucs/VSD.
Prototype-based Embedding Network for Scene Graph Generation
Current Scene Graph Generation (SGG) methods explore contextual information to predict relationships among entity pairs. However, due to the diverse visual appearance of numerous possible subject-object combinations, there is a large intra-class variation within each predicate category, e.g., "man-eating-pizza, giraffe-eating-leaf", and the severe inter-class similarity between different classes, e.g., "man-holding-plate, man-eating-pizza", in model's latent space. The above challenges prevent current SGG methods from acquiring robust features for reliable relation prediction. In this paper, we claim that the predicate's category-inherent semantics can serve as class-wise prototypes in the semantic space for relieving the challenges. To the end, we propose the Prototype-based Embedding Network (PE-Net), which models entities/predicates with prototype-aligned compact and distinctive representations and thereby establishes matching between entity pairs and predicates in a common embedding space for relation recognition. Moreover, Prototype-guided Learning (PL) is introduced to help PE-Net efficiently learn such entitypredicate matching, and Prototype Regularization (PR) is devised to relieve the ambiguous entity-predicate matching caused by the predicate's semantic overlap. Extensive experiments demonstrate that our method gains superior relation recognition capability on SGG, achieving new state-of-the-art performances on both Visual Genome and Open Images datasets.
Detecting Objects with Context-Likelihood Graphs and Graph Refinement
The goal of this paper is to detect objects by exploiting their interrelationships. Contrary to existing methods, which learn objects and relations separately, our key idea is to learn the object-relation distribution jointly. We first propose a novel way of creating a graphical representation of an image from inter-object relation priors and initial class predictions, we call a context-likelihood graph. We then learn the joint distribution with an energy-based modeling technique which allows to sample and refine the context-likelihood graph iteratively for a given image. Our formulation of jointly learning the distribution enables us to generate a more accurate graph representation of an image which leads to a better object detection performance. We demonstrate the benefits of our context-likelihood graph formulation and the energy-based graph refinement via experiments on the Visual Genome and MS-COCO datasets where we achieve a consistent improvement over object detectors like DETR and Faster-RCNN, as well as alternative methods modeling object interrelationships separately. Our method is detector agnostic, end-to-end trainable, and especially beneficial for rare object classes.
Symbolic Replay: Scene Graph as Prompt for Continual Learning on VQA Task
VQA is an ambitious task aiming to answer any image-related question. However, in reality, it is hard to build such a system once for all since the needs of users are continuously updated, and the system has to implement new functions. Thus, Continual Learning (CL) ability is a must in developing advanced VQA systems. Recently, a pioneer work split a VQA dataset into disjoint answer sets to study this topic. However, CL on VQA involves not only the expansion of label sets (new Answer sets). It is crucial to study how to answer questions when deploying VQA systems to new environments (new Visual scenes) and how to answer questions requiring new functions (new Question types). Thus, we propose CLOVE, a benchmark for Continual Learning On Visual quEstion answering, which contains scene- and function-incremental settings for the two aforementioned CL scenarios. In terms of methodology, the main difference between CL on VQA and classification is that the former additionally involves expanding and preventing forgetting of reasoning mechanisms, while the latter focusing on class representation. Thus, we propose a real-data-free replay-based method tailored for CL on VQA, named Scene Graph as Prompt for Symbolic Replay. Using a piece of scene graph as a prompt, it replays pseudo scene graphs to represent the past images, along with correlated QA pairs. A unified VQA model is also proposed to utilize the current and replayed data to enhance its QA ability. Finally, experimental results reveal challenges in CLOVE and demonstrate the effectiveness of our method. The dataset and code will be available at https://github.com/showlab/CLVQA.
Neural Production Systems: Learning Rule-Governed Visual Dynamics
Visual environments are structured, consisting of distinct objects or entities. These entities have properties -- both visible and latent -- that determine the manner in which they interact with one another. To partition images into entities, deep-learning researchers have proposed structural inductive biases such as slot-based architectures. To model interactions among entities, equivariant graph neural nets (GNNs) are used, but these are not particularly well suited to the task for two reasons. First, GNNs do not predispose interactions to be sparse, as relationships among independent entities are likely to be. Second, GNNs do not factorize knowledge about interactions in an entity-conditional manner. As an alternative, we take inspiration from cognitive science and resurrect a classic approach, production systems, which consist of a set of rule templates that are applied by binding placeholder variables in the rules to specific entities. Rules are scored on their match to entities, and the best fitting rules are applied to update entity properties. In a series of experiments, we demonstrate that this architecture achieves a flexible, dynamic flow of control and serves to factorize entity-specific and rule-based information. This disentangling of knowledge achieves robust future-state prediction in rich visual environments, outperforming state-of-the-art methods using GNNs, and allows for the extrapolation from simple (few object) environments to more complex environments.
Graph Optimal Transport for Cross-Domain Alignment
Cross-domain alignment between two sets of entities (e.g., objects in an image, words in a sentence) is fundamental to both computer vision and natural language processing. Existing methods mainly focus on designing advanced attention mechanisms to simulate soft alignment, with no training signals to explicitly encourage alignment. The learned attention matrices are also dense and lacks interpretability. We propose Graph Optimal Transport (GOT), a principled framework that germinates from recent advances in Optimal Transport (OT). In GOT, cross-domain alignment is formulated as a graph matching problem, by representing entities into a dynamically-constructed graph. Two types of OT distances are considered: (i) Wasserstein distance (WD) for node (entity) matching; and (ii) Gromov-Wasserstein distance (GWD) for edge (structure) matching. Both WD and GWD can be incorporated into existing neural network models, effectively acting as a drop-in regularizer. The inferred transport plan also yields sparse and self-normalized alignment, enhancing the interpretability of the learned model. Experiments show consistent outperformance of GOT over baselines across a wide range of tasks, including image-text retrieval, visual question answering, image captioning, machine translation, and text summarization.
Graph Density-Aware Losses for Novel Compositions in Scene Graph Generation
Scene graph generation (SGG) aims to predict graph-structured descriptions of input images, in the form of objects and relationships between them. This task is becoming increasingly useful for progress at the interface of vision and language. Here, it is important - yet challenging - to perform well on novel (zero-shot) or rare (few-shot) compositions of objects and relationships. In this paper, we identify two key issues that limit such generalization. Firstly, we show that the standard loss used in this task is unintentionally a function of scene graph density. This leads to the neglect of individual edges in large sparse graphs during training, even though these contain diverse few-shot examples that are important for generalization. Secondly, the frequency of relationships can create a strong bias in this task, such that a blind model predicting the most frequent relationship achieves good performance. Consequently, some state-of-the-art models exploit this bias to improve results. We show that such models can suffer the most in their ability to generalize to rare compositions, evaluating two different models on the Visual Genome dataset and its more recent, improved version, GQA. To address these issues, we introduce a density-normalized edge loss, which provides more than a two-fold improvement in certain generalization metrics. Compared to other works in this direction, our enhancements require only a few lines of code and no added computational cost. We also highlight the difficulty of accurately evaluating models using existing metrics, especially on zero/few shots, and introduce a novel weighted metric.
Navigating the Digital World as Humans Do: Universal Visual Grounding for GUI Agents
Multimodal large language models (MLLMs) are transforming the capabilities of graphical user interface (GUI) agents, facilitating their transition from controlled simulations to complex, real-world applications across various platforms. However, the effectiveness of these agents hinges on the robustness of their grounding capability. Current GUI agents predominantly utilize text-based representations such as HTML or accessibility trees, which, despite their utility, often introduce noise, incompleteness, and increased computational overhead. In this paper, we advocate a human-like embodiment for GUI agents that perceive the environment entirely visually and directly take pixel-level operations on the GUI. The key is visual grounding models that can accurately map diverse referring expressions of GUI elements to their coordinates on the GUI across different platforms. We show that a simple recipe, which includes web-based synthetic data and slight adaptation of the LLaVA architecture, is surprisingly effective for training such visual grounding models. We collect the largest dataset for GUI visual grounding so far, containing 10M GUI elements and their referring expressions over 1.3M screenshots, and use it to train UGround, a strong universal visual grounding model for GUI agents. Empirical results on six benchmarks spanning three categories (grounding, offline agent, and online agent) show that 1) UGround substantially outperforms existing visual grounding models for GUI agents, by up to 20% absolute, and 2) agents with UGround outperform state-of-the-art agents, despite the fact that existing agents use additional text-based input while ours only uses visual perception. These results provide strong support for the feasibility and promises of GUI agents that navigate the digital world as humans do.
Safe-Sora: Safe Text-to-Video Generation via Graphical Watermarking
The explosive growth of generative video models has amplified the demand for reliable copyright preservation of AI-generated content. Despite its popularity in image synthesis, invisible generative watermarking remains largely underexplored in video generation. To address this gap, we propose Safe-Sora, the first framework to embed graphical watermarks directly into the video generation process. Motivated by the observation that watermarking performance is closely tied to the visual similarity between the watermark and cover content, we introduce a hierarchical coarse-to-fine adaptive matching mechanism. Specifically, the watermark image is divided into patches, each assigned to the most visually similar video frame, and further localized to the optimal spatial region for seamless embedding. To enable spatiotemporal fusion of watermark patches across video frames, we develop a 3D wavelet transform-enhanced Mamba architecture with a novel spatiotemporal local scanning strategy, effectively modeling long-range dependencies during watermark embedding and retrieval. To the best of our knowledge, this is the first attempt to apply state space models to watermarking, opening new avenues for efficient and robust watermark protection. Extensive experiments demonstrate that Safe-Sora achieves state-of-the-art performance in terms of video quality, watermark fidelity, and robustness, which is largely attributed to our proposals. We will release our code upon publication.
CGB-DM: Content and Graphic Balance Layout Generation with Transformer-based Diffusion Model
Layout generation is the foundation task of intelligent design, which requires the integration of visual aesthetics and harmonious expression of content delivery. However, existing methods still face challenges in generating precise and visually appealing layouts, including blocking, overlap, or spatial misalignment between layouts, which are closely related to the spatial structure of graphic layouts. We find that these methods overly focus on content information and lack constraints on layout spatial structure, resulting in an imbalance of learning content-aware and graphic-aware features. To tackle this issue, we propose Content and Graphic Balance Layout Generation with Transformer-based Diffusion Model (CGB-DM). Specifically, we first design a regulator that balances the predicted content and graphic weight, overcoming the tendency of paying more attention to the content on canvas. Secondly, we introduce a graphic constraint of saliency bounding box to further enhance the alignment of geometric features between layout representations and images. In addition, we adapt a transformer-based diffusion model as the backbone, whose powerful generation capability ensures the quality in layout generation. Extensive experimental results indicate that our method has achieved state-of-the-art performance in both quantitative and qualitative evaluations. Our model framework can also be expanded to other graphic design fields.
Compile Scene Graphs with Reinforcement Learning
Next token prediction is the fundamental principle for training large language models (LLMs), and reinforcement learning (RL) further enhances their reasoning performance. As an effective way to model language, image, video, and other modalities, the use of LLMs for end-to-end extraction of structured visual representations, such as scene graphs, remains underexplored. It requires the model to accurately produce a set of objects and relationship triplets, rather than generating text token by token. To achieve this, we introduce R1-SGG, a multimodal LLM (M-LLM) initially trained via supervised fine-tuning (SFT) on the scene graph dataset and subsequently refined using reinforcement learning to enhance its ability to generate scene graphs in an end-to-end manner. The SFT follows a conventional prompt-response paradigm, while RL requires the design of effective reward signals. Given the structured nature of scene graphs, we design a graph-centric reward function that integrates node-level rewards, edge-level rewards, and a format consistency reward. Our experiments demonstrate that rule-based RL substantially enhances model performance in the SGG task, achieving a zero failure rate--unlike supervised fine-tuning (SFT), which struggles to generalize effectively. Our code is available at https://github.com/gpt4vision/R1-SGG.
Contrastive Multi-View Textual-Visual Encoding: Towards One Hundred Thousand-Scale One-Shot Logo Identification
In this paper, we study the problem of identifying logos of business brands in natural scenes in an open-set one-shot setting. This problem setup is significantly more challenging than traditionally-studied 'closed-set' and 'large-scale training samples per category' logo recognition settings. We propose a novel multi-view textual-visual encoding framework that encodes text appearing in the logos as well as the graphical design of the logos to learn robust contrastive representations. These representations are jointly learned for multiple views of logos over a batch and thereby they generalize well to unseen logos. We evaluate our proposed framework for cropped logo verification, cropped logo identification, and end-to-end logo identification in natural scene tasks; and compare it against state-of-the-art methods. Further, the literature lacks a 'very-large-scale' collection of reference logo images that can facilitate the study of one-hundred thousand-scale logo identification. To fill this gap in the literature, we introduce Wikidata Reference Logo Dataset (WiRLD), containing logos for 100K business brands harvested from Wikidata. Our proposed framework that achieves an area under the ROC curve of 91.3% on the QMUL-OpenLogo dataset for the verification task, outperforms state-of-the-art methods by 9.1% and 2.6% on the one-shot logo identification task on the Toplogos-10 and the FlickrLogos32 datasets, respectively. Further, we show that our method is more stable compared to other baselines even when the number of candidate logos is on a 100K scale.
ResPlan: A Large-Scale Vector-Graph Dataset of 17,000 Residential Floor Plans
We introduce ResPlan, a large-scale dataset of 17,000 detailed, structurally rich, and realistic residential floor plans, created to advance spatial AI research. Each plan includes precise annotations of architectural elements (walls, doors, windows, balconies) and functional spaces (such as kitchens, bedrooms, and bathrooms). ResPlan addresses key limitations of existing datasets such as RPLAN (Wu et al., 2019) and MSD (van Engelenburg et al., 2024) by offering enhanced visual fidelity and greater structural diversity, reflecting realistic and non-idealized residential layouts. Designed as a versatile, general-purpose resource, ResPlan supports a wide range of applications including robotics, reinforcement learning, generative AI, virtual and augmented reality, simulations, and game development. Plans are provided in both geometric and graph-based formats, enabling direct integration into simulation engines and fast 3D conversion. A key contribution is an open-source pipeline for geometry cleaning, alignment, and annotation refinement. Additionally, ResPlan includes structured representations of room connectivity, supporting graph-based spatial reasoning tasks. Finally, we present comparative analyses with existing benchmarks and outline several open benchmark tasks enabled by ResPlan. Ultimately, ResPlan offers a significant advance in scale, realism, and usability, providing a robust foundation for developing and benchmarking next-generation spatial intelligence systems.
Joint Embeddings for Graph Instruction Tuning
Large Language Models (LLMs) have achieved impressive performance in text understanding and have become an essential tool for building smart assistants. Originally focusing on text, they have been enhanced with multimodal capabilities in recent works that successfully built visual instruction following assistants. As far as the graph modality goes, however, no such assistants have yet been developed. Graph structures are complex in that they represent relation between different features and are permutation invariant. Moreover, representing them in purely textual form does not always lead to good LLM performance even for finetuned models. As a result, there is a need to develop a new method to integrate graphs in LLMs for general graph understanding. This work explores the integration of the graph modality in LLM for general graph instruction following tasks. It aims at producing a deep learning model that enhances an underlying LLM with graph embeddings and trains it to understand them and to produce, given an instruction, an answer grounded in the graph representation. The approach performs significantly better than a graph to text approach and remains consistent even for larger graphs.
COVID-19 Literature Knowledge Graph Construction and Drug Repurposing Report Generation
To combat COVID-19, both clinicians and scientists need to digest vast amounts of relevant biomedical knowledge in scientific literature to understand the disease mechanism and related biological functions. We have developed a novel and comprehensive knowledge discovery framework, COVID-KG to extract fine-grained multimedia knowledge elements (entities and their visual chemical structures, relations, and events) from scientific literature. We then exploit the constructed multimedia knowledge graphs (KGs) for question answering and report generation, using drug repurposing as a case study. Our framework also provides detailed contextual sentences, subfigures, and knowledge subgraphs as evidence.
Infinite Latent Feature Selection: A Probabilistic Latent Graph-Based Ranking Approach
Feature selection is playing an increasingly significant role with respect to many computer vision applications spanning from object recognition to visual object tracking. However, most of the recent solutions in feature selection are not robust across different and heterogeneous set of data. In this paper, we address this issue proposing a robust probabilistic latent graph-based feature selection algorithm that performs the ranking step while considering all the possible subsets of features, as paths on a graph, bypassing the combinatorial problem analytically. An appealing characteristic of the approach is that it aims to discover an abstraction behind low-level sensory data, that is, relevancy. Relevancy is modelled as a latent variable in a PLSA-inspired generative process that allows the investigation of the importance of a feature when injected into an arbitrary set of cues. The proposed method has been tested on ten diverse benchmarks, and compared against eleven state of the art feature selection methods. Results show that the proposed approach attains the highest performance levels across many different scenarios and difficulties, thereby confirming its strong robustness while setting a new state of the art in feature selection domain.
ReviewGraph: A Knowledge Graph Embedding Based Framework for Review Rating Prediction with Sentiment Features
In the hospitality industry, understanding the factors that drive customer review ratings is critical for improving guest satisfaction and business performance. This work proposes ReviewGraph for Review Rating Prediction (RRP), a novel framework that transforms textual customer reviews into knowledge graphs by extracting (subject, predicate, object) triples and associating sentiment scores. Using graph embeddings (Node2Vec) and sentiment features, the framework predicts review rating scores through machine learning classifiers. We compare ReviewGraph performance with traditional NLP baselines (such as Bag of Words, TF-IDF, and Word2Vec) and large language models (LLMs), evaluating them in the HotelRec dataset. In comparison to the state of the art literature, our proposed model performs similar to their best performing model but with lower computational cost (without ensemble). While ReviewGraph achieves comparable predictive performance to LLMs and outperforms baselines on agreement-based metrics such as Cohen's Kappa, it offers additional advantages in interpretability, visual exploration, and potential integration into Retrieval-Augmented Generation (RAG) systems. This work highlights the potential of graph-based representations for enhancing review analytics and lays the groundwork for future research integrating advanced graph neural networks and fine-tuned LLM-based extraction methods. We will share ReviewGraph output and platform open-sourced on our GitHub page https://github.com/aaronlifenghan/ReviewGraph
Aligning Vision to Language: Text-Free Multimodal Knowledge Graph Construction for Enhanced LLMs Reasoning
Multimodal reasoning in Large Language Models (LLMs) struggles with incomplete knowledge and hallucination artifacts, challenges that textual Knowledge Graphs (KGs) only partially mitigate due to their modality isolation. While Multimodal Knowledge Graphs (MMKGs) promise enhanced cross-modal understanding, their practical construction is impeded by semantic narrowness of manual text annotations and inherent noise in visual-semantic entity linkages. In this paper, we propose Vision-align-to-Language integrated Knowledge Graph (VaLiK), a novel approach for constructing MMKGs that enhances LLMs reasoning through cross-modal information supplementation. Specifically, we cascade pre-trained Vision-Language Models (VLMs) to align image features with text, transforming them into descriptions that encapsulate image-specific information. Furthermore, we developed a cross-modal similarity verification mechanism to quantify semantic consistency, effectively filtering out noise introduced during feature alignment. Even without manually annotated image captions, the refined descriptions alone suffice to construct the MMKG. Compared to conventional MMKGs construction paradigms, our approach achieves substantial storage efficiency gains while maintaining direct entity-to-image linkage capability. Experimental results on multimodal reasoning tasks demonstrate that LLMs augmented with VaLiK outperform previous state-of-the-art models. Our code is published at https://github.com/Wings-Of-Disaster/VaLiK.
A Landmark-Aware Visual Navigation Dataset
Map representation learned by expert demonstrations has shown promising research value. However, recent advancements in the visual navigation field face challenges due to the lack of human datasets in the real world for efficient supervised representation learning of the environments. We present a Landmark-Aware Visual Navigation (LAVN) dataset to allow for supervised learning of human-centric exploration policies and map building. We collect RGB observation and human point-click pairs as a human annotator explores virtual and real-world environments with the goal of full coverage exploration of the space. The human annotators also provide distinct landmark examples along each trajectory, which we intuit will simplify the task of map or graph building and localization. These human point-clicks serve as direct supervision for waypoint prediction when learning to explore in environments. Our dataset covers a wide spectrum of scenes, including rooms in indoor environments, as well as walkways outdoors. Dataset is available at DOI: 10.5281/zenodo.10608067.
InvGC: Robust Cross-Modal Retrieval by Inverse Graph Convolution
Over recent decades, significant advancements in cross-modal retrieval are mainly driven by breakthroughs in visual and linguistic modeling. However, a recent study shows that multi-modal data representations tend to cluster within a limited convex cone (as representation degeneration problem), which hinders retrieval performance due to the inseparability of these representations. In our study, we first empirically validate the presence of the representation degeneration problem across multiple cross-modal benchmarks and methods. Next, to address it, we introduce a novel method, called InvGC, a post-processing technique inspired by graph convolution and average pooling. Specifically, InvGC defines the graph topology within the datasets and then applies graph convolution in a subtractive manner. This method effectively separates representations by increasing the distances between data points. To improve the efficiency and effectiveness of InvGC, we propose an advanced graph topology, LocalAdj, which only aims to increase the distances between each data point and its nearest neighbors. To understand why InvGC works, we present a detailed theoretical analysis, proving that the lower bound of recall will be improved after deploying InvGC. Extensive empirical results show that InvGC and InvGC w/LocalAdj significantly mitigate the representation degeneration problem, thereby enhancing retrieval performance. Our code is available at https://github.com/yimuwangcs/Better_Cross_Modal_Retrieval
Vision Relation Transformer for Unbiased Scene Graph Generation
Recent years have seen a growing interest in Scene Graph Generation (SGG), a comprehensive visual scene understanding task that aims to predict entity relationships using a relation encoder-decoder pipeline stacked on top of an object encoder-decoder backbone. Unfortunately, current SGG methods suffer from an information loss regarding the entities local-level cues during the relation encoding process. To mitigate this, we introduce the Vision rElation TransfOrmer (VETO), consisting of a novel local-level entity relation encoder. We further observe that many existing SGG methods claim to be unbiased, but are still biased towards either head or tail classes. To overcome this bias, we introduce a Mutually Exclusive ExperT (MEET) learning strategy that captures important relation features without bias towards head or tail classes. Experimental results on the VG and GQA datasets demonstrate that VETO + MEET boosts the predictive performance by up to 47 percentage over the state of the art while being 10 times smaller.
Semi-Supervised Learning for Multi-Task Scene Understanding by Neural Graph Consensus
We address the challenging problem of semi-supervised learning in the context of multiple visual interpretations of the world by finding consensus in a graph of neural networks. Each graph node is a scene interpretation layer, while each edge is a deep net that transforms one layer at one node into another from a different node. During the supervised phase edge networks are trained independently. During the next unsupervised stage edge nets are trained on the pseudo-ground truth provided by consensus among multiple paths that reach the nets' start and end nodes. These paths act as ensemble teachers for any given edge and strong consensus is used for high-confidence supervisory signal. The unsupervised learning process is repeated over several generations, in which each edge becomes a "student" and also part of different ensemble "teachers" for training other students. By optimizing such consensus between different paths, the graph reaches consistency and robustness over multiple interpretations and generations, in the face of unknown labels. We give theoretical justifications of the proposed idea and validate it on a large dataset. We show how prediction of different representations such as depth, semantic segmentation, surface normals and pose from RGB input could be effectively learned through self-supervised consensus in our graph. We also compare to state-of-the-art methods for multi-task and semi-supervised learning and show superior performance.
DynaMath: A Dynamic Visual Benchmark for Evaluating Mathematical Reasoning Robustness of Vision Language Models
The rapid advancements in Vision-Language Models (VLMs) have shown great potential in tackling mathematical reasoning tasks that involve visual context. Unlike humans who can reliably apply solution steps to similar problems with minor modifications, we found that SOTA VLMs like GPT-4o can consistently fail in these scenarios, revealing limitations in their mathematical reasoning capabilities. In this paper, we investigate the mathematical reasoning robustness in VLMs and evaluate how well these models perform under different variants of the same question, such as changes in visual numerical values or function graphs. While several vision-based math benchmarks have been developed to assess VLMs' problem-solving capabilities, these benchmarks contain only static sets of problems and cannot easily evaluate mathematical reasoning robustness. To fill this gap, we introduce DynaMath, a dynamic visual math benchmark designed for in-depth assessment of VLMs. DynaMath includes 501 high-quality, multi-topic seed questions, each represented as a Python program. Those programs are carefully designed and annotated to enable the automatic generation of a much larger set of concrete questions, including many different types of visual and textual variations. DynaMath allows us to evaluate the generalization ability of VLMs, by assessing their performance under varying input conditions of a seed question. We evaluated 14 SOTA VLMs with 5,010 generated concrete questions. Our results show that the worst-case model accuracy, defined as the percentage of correctly answered seed questions in all 10 variants, is significantly lower than the average-case accuracy. Our analysis emphasizes the need to study the robustness of VLMs' reasoning abilities, and DynaMath provides valuable insights to guide the development of more reliable models for mathematical reasoning.
MusiXQA: Advancing Visual Music Understanding in Multimodal Large Language Models
Multimodal Large Language Models (MLLMs) have achieved remarkable visual reasoning abilities in natural images, text-rich documents, and graphic designs. However, their ability to interpret music sheets remains underexplored. To bridge this gap, we introduce MusiXQA, the first comprehensive dataset for evaluating and advancing MLLMs in music sheet understanding. MusiXQA features high-quality synthetic music sheets generated via MusiXTeX, with structured annotations covering note pitch and duration, chords, clefs, key/time signatures, and text, enabling diverse visual QA tasks. Through extensive evaluations, we reveal significant limitations of current state-of-the-art MLLMs in this domain. Beyond benchmarking, we developed Phi-3-MusiX, an MLLM fine-tuned on our dataset, achieving significant performance gains over GPT-based methods. The proposed dataset and model establish a foundation for future advances in MLLMs for music sheet understanding. Code, data, and model will be released upon acceptance.
Can Large Language Models Understand Symbolic Graphics Programs?
Assessing the capabilities of large language models (LLMs) is often challenging, in part, because it is hard to find tasks to which they have not been exposed during training. We take one step to address this challenge by turning to a new task: focusing on symbolic graphics programs, which are a popular representation for graphics content that procedurally generates visual data. LLMs have shown exciting promise towards program synthesis, but do they understand symbolic graphics programs? Unlike conventional programs, symbolic graphics programs can be translated to graphics content. Here, we characterize an LLM's understanding of symbolic programs in terms of their ability to answer questions related to the graphics content. This task is challenging as the questions are difficult to answer from the symbolic programs alone -- yet, they would be easy to answer from the corresponding graphics content as we verify through a human experiment. To understand symbolic programs, LLMs may need to possess the ability to imagine how the corresponding graphics content would look without directly accessing the rendered visual content. We use this task to evaluate LLMs by creating a large benchmark for the semantic understanding of symbolic graphics programs. This benchmark is built via program-graphics correspondence, hence requiring minimal human efforts. We evaluate current LLMs on our benchmark to elucidate a preliminary assessment of their ability to reason about visual scenes from programs. We find that this task distinguishes existing LLMs and models considered good at reasoning perform better. Lastly, we introduce Symbolic Instruction Tuning (SIT) to improve this ability. Specifically, we query GPT4-o with questions and images generated by symbolic programs. Such data are then used to finetune an LLM. We also find that SIT data can improve the general instruction following ability of LLMs.
VisuRiddles: Fine-grained Perception is a Primary Bottleneck for Multimodal Large Language Models in Abstract Visual Reasoning
Recent strides in multimodal large language models (MLLMs) have significantly advanced their performance in many reasoning tasks. However, Abstract Visual Reasoning (AVR) remains a critical challenge, primarily due to limitations in perceiving abstract graphics. To tackle this issue, we investigate the bottlenecks in current MLLMs and synthesize training data to improve their abstract visual perception. First, we propose VisuRiddles, a benchmark for AVR, featuring tasks meticulously constructed to assess models' reasoning capacities across five core dimensions and two high-level reasoning categories. Second, we introduce the Perceptual Riddle Synthesizer (PRS), an automated framework for generating riddles with fine-grained perceptual descriptions. PRS not only generates valuable training data for abstract graphics but also provides fine-grained perceptual description, crucially allowing for supervision over intermediate reasoning stages and thereby improving both training efficacy and model interpretability. Our extensive experimental results on VisuRiddles empirically validate that fine-grained visual perception is the principal bottleneck and our synthesis framework markedly enhances the performance of contemporary MLLMs on these challenging tasks. Our code and dataset will be released at https://github.com/yh-hust/VisuRiddles
Bringing Back the Context: Camera Trap Species Identification as Link Prediction on Multimodal Knowledge Graphs
Camera traps are valuable tools in animal ecology for biodiversity monitoring and conservation. However, challenges like poor generalization to deployment at new unseen locations limit their practical application. Images are naturally associated with heterogeneous forms of context possibly in different modalities. In this work, we leverage the structured context associated with the camera trap images to improve out-of-distribution generalization for the task of species identification in camera traps. For example, a photo of a wild animal may be associated with information about where and when it was taken, as well as structured biology knowledge about the animal species. While typically overlooked by existing work, bringing back such context offers several potential benefits for better image understanding, such as addressing data scarcity and enhancing generalization. However, effectively integrating such heterogeneous context into the visual domain is a challenging problem. To address this, we propose a novel framework that reformulates species classification as link prediction in a multimodal knowledge graph (KG). This framework seamlessly integrates various forms of multimodal context for visual recognition. We apply this framework for out-of-distribution species classification on the iWildCam2020-WILDS and Snapshot Mountain Zebra datasets and achieve competitive performance with state-of-the-art approaches. Furthermore, our framework successfully incorporates biological taxonomy for improved generalization and enhances sample efficiency for recognizing under-represented species.
Open-Vocabulary Functional 3D Scene Graphs for Real-World Indoor Spaces
We introduce the task of predicting functional 3D scene graphs for real-world indoor environments from posed RGB-D images. Unlike traditional 3D scene graphs that focus on spatial relationships of objects, functional 3D scene graphs capture objects, interactive elements, and their functional relationships. Due to the lack of training data, we leverage foundation models, including visual language models (VLMs) and large language models (LLMs), to encode functional knowledge. We evaluate our approach on an extended SceneFun3D dataset and a newly collected dataset, FunGraph3D, both annotated with functional 3D scene graphs. Our method significantly outperforms adapted baselines, including Open3DSG and ConceptGraph, demonstrating its effectiveness in modeling complex scene functionalities. We also demonstrate downstream applications such as 3D question answering and robotic manipulation using functional 3D scene graphs. See our project page at https://openfungraph.github.io
NuScenes-QA: A Multi-modal Visual Question Answering Benchmark for Autonomous Driving Scenario
We introduce a novel visual question answering (VQA) task in the context of autonomous driving, aiming to answer natural language questions based on street-view clues. Compared to traditional VQA tasks, VQA in autonomous driving scenario presents more challenges. Firstly, the raw visual data are multi-modal, including images and point clouds captured by camera and LiDAR, respectively. Secondly, the data are multi-frame due to the continuous, real-time acquisition. Thirdly, the outdoor scenes exhibit both moving foreground and static background. Existing VQA benchmarks fail to adequately address these complexities. To bridge this gap, we propose NuScenes-QA, the first benchmark for VQA in the autonomous driving scenario, encompassing 34K visual scenes and 460K question-answer pairs. Specifically, we leverage existing 3D detection annotations to generate scene graphs and design question templates manually. Subsequently, the question-answer pairs are generated programmatically based on these templates. Comprehensive statistics prove that our NuScenes-QA is a balanced large-scale benchmark with diverse question formats. Built upon it, we develop a series of baselines that employ advanced 3D detection and VQA techniques. Our extensive experiments highlight the challenges posed by this new task. Codes and dataset are available at https://github.com/qiantianwen/NuScenes-QA.
PosterLayout: A New Benchmark and Approach for Content-aware Visual-Textual Presentation Layout
Content-aware visual-textual presentation layout aims at arranging spatial space on the given canvas for pre-defined elements, including text, logo, and underlay, which is a key to automatic template-free creative graphic design. In practical applications, e.g., poster designs, the canvas is originally non-empty, and both inter-element relationships as well as inter-layer relationships should be concerned when generating a proper layout. A few recent works deal with them simultaneously, but they still suffer from poor graphic performance, such as a lack of layout variety or spatial non-alignment. Since content-aware visual-textual presentation layout is a novel task, we first construct a new dataset named PosterLayout, which consists of 9,974 poster-layout pairs and 905 images, i.e., non-empty canvases. It is more challenging and useful for greater layout variety, domain diversity, and content diversity. Then, we propose design sequence formation (DSF) that reorganizes elements in layouts to imitate the design processes of human designers, and a novel CNN-LSTM-based conditional generative adversarial network (GAN) is presented to generate proper layouts. Specifically, the discriminator is design-sequence-aware and will supervise the "design" process of the generator. Experimental results verify the usefulness of the new benchmark and the effectiveness of the proposed approach, which achieves the best performance by generating suitable layouts for diverse canvases.
Generative Visual Prompt: Unifying Distributional Control of Pre-Trained Generative Models
Generative models (e.g., GANs, diffusion models) learn the underlying data distribution in an unsupervised manner. However, many applications of interest require sampling from a particular region of the output space or sampling evenly over a range of characteristics. For efficient sampling in these scenarios, we propose Generative Visual Prompt (PromptGen), a framework for distributional control over pre-trained generative models by incorporating knowledge of other off-the-shelf models. PromptGen defines control as energy-based models (EBMs) and samples images in a feed-forward manner by approximating the EBM with invertible neural networks, avoiding optimization at inference. Our experiments demonstrate how PromptGen can efficiently sample from several unconditional generative models (e.g., StyleGAN2, StyleNeRF, diffusion autoencoder, NVAE) in a controlled or/and de-biased manner using various off-the-shelf models: (1) with the CLIP model as control, PromptGen can sample images guided by text, (2) with image classifiers as control, PromptGen can de-bias generative models across a set of attributes or attribute combinations, and (3) with inverse graphics models as control, PromptGen can sample images of the same identity in different poses. (4) Finally, PromptGen reveals that the CLIP model shows a "reporting bias" when used as control, and PromptGen can further de-bias this controlled distribution in an iterative manner. The code is available at https://github.com/ChenWu98/Generative-Visual-Prompt.
Machine Learning Modeling for Multi-order Human Visual Motion Processing
Our research aims to develop machines that learn to perceive visual motion as do humans. While recent advances in computer vision (CV) have enabled DNN-based models to accurately estimate optical flow in naturalistic images, a significant disparity remains between CV models and the biological visual system in both architecture and behavior. This disparity includes humans' ability to perceive the motion of higher-order image features (second-order motion), which many CV models fail to capture because of their reliance on the intensity conservation law. Our model architecture mimics the cortical V1-MT motion processing pathway, utilizing a trainable motion energy sensor bank and a recurrent graph network. Supervised learning employing diverse naturalistic videos allows the model to replicate psychophysical and physiological findings about first-order (luminance-based) motion perception. For second-order motion, inspired by neuroscientific findings, the model includes an additional sensing pathway with nonlinear preprocessing before motion energy sensing, implemented using a simple multilayer 3D CNN block. When exploring how the brain acquired the ability to perceive second-order motion in natural environments, in which pure second-order signals are rare, we hypothesized that second-order mechanisms were critical when estimating robust object motion amidst optical fluctuations, such as highlights on glossy surfaces. We trained our dual-pathway model on novel motion datasets with varying material properties of moving objects. We found that training to estimate object motion from non-Lambertian materials naturally endowed the model with the capacity to perceive second-order motion, as can humans. The resulting model effectively aligns with biological systems while generalizing to both first- and second-order motion phenomena in natural scenes.
Pushing the Limits of Fewshot Anomaly Detection in Industry Vision: Graphcore
In the area of fewshot anomaly detection (FSAD), efficient visual feature plays an essential role in memory bank M-based methods. However, these methods do not account for the relationship between the visual feature and its rotated visual feature, drastically limiting the anomaly detection performance. To push the limits, we reveal that rotation-invariant feature property has a significant impact in industrial-based FSAD. Specifically, we utilize graph representation in FSAD and provide a novel visual isometric invariant feature (VIIF) as anomaly measurement feature. As a result, VIIF can robustly improve the anomaly discriminating ability and can further reduce the size of redundant features stored in M by a large amount. Besides, we provide a novel model GraphCore via VIIFs that can fast implement unsupervised FSAD training and can improve the performance of anomaly detection. A comprehensive evaluation is provided for comparing GraphCore and other SOTA anomaly detection models under our proposed fewshot anomaly detection setting, which shows GraphCore can increase average AUC by 5.8%, 4.1%, 3.4%, and 1.6% on MVTec AD and by 25.5%, 22.0%, 16.9%, and 14.1% on MPDD for 1, 2, 4, and 8-shot cases, respectively.
SPRING: Situated Conversation Agent Pretrained with Multimodal Questions from Incremental Layout Graph
Existing multimodal conversation agents have shown impressive abilities to locate absolute positions or retrieve attributes in simple scenarios, but they fail to perform well when complex relative positions and information alignments are involved, which poses a bottleneck in response quality. In this paper, we propose a Situated Conversation Agent Petrained with Multimodal Questions from INcremental Layout Graph (SPRING) with abilities of reasoning multi-hops spatial relations and connecting them with visual attributes in crowded situated scenarios. Specifically, we design two types of Multimodal Question Answering (MQA) tasks to pretrain the agent. All QA pairs utilized during pretraining are generated from novel Incremental Layout Graphs (ILG). QA pair difficulty labels automatically annotated by ILG are used to promote MQA-based Curriculum Learning. Experimental results verify the SPRING's effectiveness, showing that it significantly outperforms state-of-the-art approaches on both SIMMC 1.0 and SIMMC 2.0 datasets.
Hierarchical Memory Learning for Fine-Grained Scene Graph Generation
As far as Scene Graph Generation (SGG), coarse and fine predicates mix in the dataset due to the crowd-sourced labeling, and the long-tail problem is also pronounced. Given this tricky situation, many existing SGG methods treat the predicates equally and learn the model under the supervision of mixed-granularity predicates in one stage, leading to relatively coarse predictions. In order to alleviate the negative impact of the suboptimum mixed-granularity annotation and long-tail effect problems, this paper proposes a novel Hierarchical Memory Learning (HML) framework to learn the model from simple to complex, which is similar to the human beings' hierarchical memory learning process. After the autonomous partition of coarse and fine predicates, the model is first trained on the coarse predicates and then learns the fine predicates. In order to realize this hierarchical learning pattern, this paper, for the first time, formulates the HML framework using the new Concept Reconstruction (CR) and Model Reconstruction (MR) constraints. It is worth noticing that the HML framework can be taken as one general optimization strategy to improve various SGG models, and significant improvement can be achieved on the SGG benchmark (i.e., Visual Genome).
Multimodal Self-Instruct: Synthetic Abstract Image and Visual Reasoning Instruction Using Language Model
Although most current large multimodal models (LMMs) can already understand photos of natural scenes and portraits, their understanding of abstract images, e.g., charts, maps, or layouts, and visual reasoning capabilities remains quite rudimentary. They often struggle with simple daily tasks, such as reading time from a clock, understanding a flowchart, or planning a route using a road map. In light of this, we design a multi-modal self-instruct, utilizing large language models and their code capabilities to synthesize massive abstract images and visual reasoning instructions across daily scenarios. Our strategy effortlessly creates a multimodal benchmark with 11,193 instructions for eight visual scenarios: charts, tables, simulated maps, dashboards, flowcharts, relation graphs, floor plans, and visual puzzles. This benchmark, constructed with simple lines and geometric elements, exposes the shortcomings of most advanced LMMs like Claude-3.5-Sonnet and GPT-4o in abstract image understanding, spatial relations reasoning, and visual element induction. Besides, to verify the quality of our synthetic data, we fine-tune an LMM using 62,476 synthetic chart, table and road map instructions. The results demonstrate improved chart understanding and map navigation performance, and also demonstrate potential benefits for other visual reasoning tasks. Our code is available at: https://github.com/zwq2018/Multi-modal-Self-instruct.
Glyph-ByT5-v2: A Strong Aesthetic Baseline for Accurate Multilingual Visual Text Rendering
Recently, Glyph-ByT5 has achieved highly accurate visual text rendering performance in graphic design images. However, it still focuses solely on English and performs relatively poorly in terms of visual appeal. In this work, we address these two fundamental limitations by presenting Glyph-ByT5-v2 and Glyph-SDXL-v2, which not only support accurate visual text rendering for 10 different languages but also achieve much better aesthetic quality. To achieve this, we make the following contributions: (i) creating a high-quality multilingual glyph-text and graphic design dataset consisting of more than 1 million glyph-text pairs and 10 million graphic design image-text pairs covering nine other languages, (ii) building a multilingual visual paragraph benchmark consisting of 1,000 prompts, with 100 for each language, to assess multilingual visual spelling accuracy, and (iii) leveraging the latest step-aware preference learning approach to enhance the visual aesthetic quality. With the combination of these techniques, we deliver a powerful customized multilingual text encoder, Glyph-ByT5-v2, and a strong aesthetic graphic generation model, Glyph-SDXL-v2, that can support accurate spelling in 10 different languages. We perceive our work as a significant advancement, considering that the latest DALL-E3 and Ideogram 1.0 still struggle with the multilingual visual text rendering task.
VisualAgentBench: Towards Large Multimodal Models as Visual Foundation Agents
Large Multimodal Models (LMMs) have ushered in a new era in artificial intelligence, merging capabilities in both language and vision to form highly capable Visual Foundation Agents. These agents are postulated to excel across a myriad of tasks, potentially approaching general artificial intelligence. However, existing benchmarks fail to sufficiently challenge or showcase the full potential of LMMs in complex, real-world environments. To address this gap, we introduce VisualAgentBench (VAB), a comprehensive and pioneering benchmark specifically designed to train and evaluate LMMs as visual foundation agents across diverse scenarios, including Embodied, Graphical User Interface, and Visual Design, with tasks formulated to probe the depth of LMMs' understanding and interaction capabilities. Through rigorous testing across nine proprietary LMM APIs and eight open models, we demonstrate the considerable yet still developing agent capabilities of these models. Additionally, VAB constructs a trajectory training set constructed through hybrid methods including Program-based Solvers, LMM Agent Bootstrapping, and Human Demonstrations, promoting substantial performance improvements in LMMs through behavior cloning. Our work not only aims to benchmark existing models but also provides a solid foundation for future development into visual foundation agents. Code, train \& test data, and part of fine-tuned open LMMs are available at https://github.com/THUDM/VisualAgentBench.
CreatiPoster: Towards Editable and Controllable Multi-Layer Graphic Design Generation
Graphic design plays a crucial role in both commercial and personal contexts, yet creating high-quality, editable, and aesthetically pleasing graphic compositions remains a time-consuming and skill-intensive task, especially for beginners. Current AI tools automate parts of the workflow, but struggle to accurately incorporate user-supplied assets, maintain editability, and achieve professional visual appeal. Commercial systems, like Canva Magic Design, rely on vast template libraries, which are impractical for replicate. In this paper, we introduce CreatiPoster, a framework that generates editable, multi-layer compositions from optional natural-language instructions or assets. A protocol model, an RGBA large multimodal model, first produces a JSON specification detailing every layer (text or asset) with precise layout, hierarchy, content and style, plus a concise background prompt. A conditional background model then synthesizes a coherent background conditioned on this rendered foreground layers. We construct a benchmark with automated metrics for graphic-design generation and show that CreatiPoster surpasses leading open-source approaches and proprietary commercial systems. To catalyze further research, we release a copyright-free corpus of 100,000 multi-layer designs. CreatiPoster supports diverse applications such as canvas editing, text overlay, responsive resizing, multilingual adaptation, and animated posters, advancing the democratization of AI-assisted graphic design. Project homepage: https://github.com/graphic-design-ai/creatiposter
Zero-AVSR: Zero-Shot Audio-Visual Speech Recognition with LLMs by Learning Language-Agnostic Speech Representations
We explore a novel zero-shot Audio-Visual Speech Recognition (AVSR) framework, dubbed Zero-AVSR, which enables speech recognition in target languages without requiring any audio-visual speech data in those languages. Specifically, we introduce the Audio-Visual Speech Romanizer (AV-Romanizer), which learns language-agnostic speech representations by predicting Roman text. Then, by leveraging the strong multilingual modeling capabilities of Large Language Models (LLMs), we propose converting the predicted Roman text into language-specific graphemes, forming the proposed Cascaded Zero-AVSR. Taking it a step further, we explore a unified Zero-AVSR approach by directly integrating the audio-visual speech representations encoded by the AV-Romanizer into the LLM. This is achieved through finetuning the adapter and the LLM using our proposed multi-task learning scheme. To capture the wide spectrum of phonetic and linguistic diversity, we also introduce a Multilingual Audio-Visual Romanized Corpus (MARC) consisting of 2,916 hours of audio-visual speech data across 82 languages, along with transcriptions in both language-specific graphemes and Roman text. Extensive analysis and experiments confirm that the proposed Zero-AVSR framework has the potential to expand language support beyond the languages seen during the training of the AV-Romanizer.
UniSVG: A Unified Dataset for Vector Graphic Understanding and Generation with Multimodal Large Language Models
Unlike bitmap images, scalable vector graphics (SVG) maintain quality when scaled, frequently employed in computer vision and artistic design in the representation of SVG code. In this era of proliferating AI-powered systems, enabling AI to understand and generate SVG has become increasingly urgent. However, AI-driven SVG understanding and generation (U&G) remain significant challenges. SVG code, equivalent to a set of curves and lines controlled by floating-point parameters, demands high precision in SVG U&G. Besides, SVG generation operates under diverse conditional constraints, including textual prompts and visual references, which requires powerful multi-modal processing for condition-to-SVG transformation. Recently, the rapid growth of Multi-modal Large Language Models (MLLMs) have demonstrated capabilities to process multi-modal inputs and generate complex vector controlling parameters, suggesting the potential to address SVG U&G tasks within a unified model. To unlock MLLM's capabilities in the SVG area, we propose an SVG-centric dataset called UniSVG, comprising 525k data items, tailored for MLLM training and evaluation. To our best knowledge, it is the first comprehensive dataset designed for unified SVG generation (from textual prompts and images) and SVG understanding (color, category, usage, etc.). As expected, learning on the proposed dataset boosts open-source MLLMs' performance on various SVG U&G tasks, surpassing SOTA close-source MLLMs like GPT-4V. We release dataset, benchmark, weights, codes and experiment details on https://ryanlijinke.github.io/.
Leveraging Large Language Models for Scalable Vector Graphics-Driven Image Understanding
Recently, large language models (LLMs) have made significant advancements in natural language understanding and generation. However, their potential in computer vision remains largely unexplored. In this paper, we introduce a new, exploratory approach that enables LLMs to process images using the Scalable Vector Graphics (SVG) format. By leveraging the XML-based textual descriptions of SVG representations instead of raster images, we aim to bridge the gap between the visual and textual modalities, allowing LLMs to directly understand and manipulate images without the need for parameterized visual components. Our method facilitates simple image classification, generation, and in-context learning using only LLM capabilities. We demonstrate the promise of our approach across discriminative and generative tasks, highlighting its (i) robustness against distribution shift, (ii) substantial improvements achieved by tapping into the in-context learning abilities of LLMs, and (iii) image understanding and generation capabilities with human guidance. Our code, data, and models can be found here https://github.com/mu-cai/svg-llm.
ViewCraft3D: High-Fidelity and View-Consistent 3D Vector Graphics Synthesis
3D vector graphics play a crucial role in various applications including 3D shape retrieval, conceptual design, and virtual reality interactions due to their ability to capture essential structural information with minimal representation. While recent approaches have shown promise in generating 3D vector graphics, they often suffer from lengthy processing times and struggle to maintain view consistency. To address these limitations, we propose ViewCraft3D (VC3D), an efficient method that leverages 3D priors to generate 3D vector graphics. Specifically, our approach begins with 3D object analysis, employs a geometric extraction algorithm to fit 3D vector graphics to the underlying structure, and applies view-consistent refinement process to enhance visual quality. Our comprehensive experiments demonstrate that VC3D outperforms previous methods in both qualitative and quantitative evaluations, while significantly reducing computational overhead. The resulting 3D sketches maintain view consistency and effectively capture the essential characteristics of the original objects.
MoGraphGPT: Creating Interactive Scenes Using Modular LLM and Graphical Control
Creating interactive scenes often involves complex programming tasks. Although large language models (LLMs) like ChatGPT can generate code from natural language, their output is often error-prone, particularly when scripting interactions among multiple elements. The linear conversational structure limits the editing of individual elements, and lacking graphical and precise control complicates visual integration. To address these issues, we integrate an element-level modularization technique that processes textual descriptions for individual elements through separate LLM modules, with a central module managing interactions among elements. This modular approach allows for refining each element independently. We design a graphical user interface, MoGraphGPT , which combines modular LLMs with enhanced graphical control to generate codes for 2D interactive scenes. It enables direct integration of graphical information and offers quick, precise control through automatically generated sliders. Our comparative evaluation against an AI coding tool, Cursor Composer, as the baseline system and a usability study show MoGraphGPT significantly improves easiness, controllability, and refinement in creating complex 2D interactive scenes with multiple visual elements in a coding-free manner.
SciGraphQA: A Large-Scale Synthetic Multi-Turn Question-Answering Dataset for Scientific Graphs
In this work, we present SciGraphQA, a synthetic multi-turn question-answer dataset related to academic graphs. SciGraphQA is 13 times larger than ChartVQA, the previously largest chart-visual question-answering dataset. It is also the largest open-sourced chart VQA dataset with non-synthetic charts. To build our dataset, we selected 290,000 Computer Science or Machine Learning ArXiv papers published between 2010 and 2020, and then used Palm-2 to generate 295K samples of open-vocabulary multi-turn question-answering dialogues about the graphs. As context, we provided the text-only Palm-2 with paper title, abstract, paragraph mentioning the graph, and rich text contextual data from the graph itself, obtaining dialogues with an average 2.23 question-answer turns for each graph. We asked GPT-4 to assess the matching quality of our question-answer turns given the paper's context, obtaining an average rating of 8.7/10 on our 3K test set. We evaluated the 0-shot capability of the most popular MLLM models such as LLaVa, mPLUGowl, BLIP-2, and openFlamingo's on our dataset, finding LLaVA-13B being the most performant with a CIDEr score of 0.08. We further enriched the question prompts for LLAVA by including the serialized data tables extracted from the graphs using the DePlot model, boosting LLaVA's 0-shot CIDEr to 0.15. To verify the validity of our dataset, we also fine-tuned LLaVa using our dataset, reaching a substantially higher CIDEr score of 0.26. We anticipate further accuracy improvement by including segmentation mask tokens and leveraging larger LLM backbones coupled with emergent prompting techniques. Our code and data are open-sourced.
Rethinking Uncertainly Missing and Ambiguous Visual Modality in Multi-Modal Entity Alignment
As a crucial extension of entity alignment (EA), multi-modal entity alignment (MMEA) aims to identify identical entities across disparate knowledge graphs (KGs) by exploiting associated visual information. However, existing MMEA approaches primarily concentrate on the fusion paradigm of multi-modal entity features, while neglecting the challenges presented by the pervasive phenomenon of missing and intrinsic ambiguity of visual images. In this paper, we present a further analysis of visual modality incompleteness, benchmarking latest MMEA models on our proposed dataset MMEA-UMVM, where the types of alignment KGs covering bilingual and monolingual, with standard (non-iterative) and iterative training paradigms to evaluate the model performance. Our research indicates that, in the face of modality incompleteness, models succumb to overfitting the modality noise, and exhibit performance oscillations or declines at high rates of missing modality. This proves that the inclusion of additional multi-modal data can sometimes adversely affect EA. To address these challenges, we introduce UMAEA , a robust multi-modal entity alignment approach designed to tackle uncertainly missing and ambiguous visual modalities. It consistently achieves SOTA performance across all 97 benchmark splits, significantly surpassing existing baselines with limited parameters and time consumption, while effectively alleviating the identified limitations of other models. Our code and benchmark data are available at https://github.com/zjukg/UMAEA.
CLEVR-Dialog: A Diagnostic Dataset for Multi-Round Reasoning in Visual Dialog
Visual Dialog is a multimodal task of answering a sequence of questions grounded in an image, using the conversation history as context. It entails challenges in vision, language, reasoning, and grounding. However, studying these subtasks in isolation on large, real datasets is infeasible as it requires prohibitively-expensive complete annotation of the 'state' of all images and dialogs. We develop CLEVR-Dialog, a large diagnostic dataset for studying multi-round reasoning in visual dialog. Specifically, we construct a dialog grammar that is grounded in the scene graphs of the images from the CLEVR dataset. This combination results in a dataset where all aspects of the visual dialog are fully annotated. In total, CLEVR-Dialog contains 5 instances of 10-round dialogs for about 85k CLEVR images, totaling to 4.25M question-answer pairs. We use CLEVR-Dialog to benchmark performance of standard visual dialog models; in particular, on visual coreference resolution (as a function of the coreference distance). This is the first analysis of its kind for visual dialog models that was not possible without this dataset. We hope the findings from CLEVR-Dialog will help inform the development of future models for visual dialog. Our dataset and code are publicly available.
FigureQA: An Annotated Figure Dataset for Visual Reasoning
We introduce FigureQA, a visual reasoning corpus of over one million question-answer pairs grounded in over 100,000 images. The images are synthetic, scientific-style figures from five classes: line plots, dot-line plots, vertical and horizontal bar graphs, and pie charts. We formulate our reasoning task by generating questions from 15 templates; questions concern various relationships between plot elements and examine characteristics like the maximum, the minimum, area-under-the-curve, smoothness, and intersection. To resolve, such questions often require reference to multiple plot elements and synthesis of information distributed spatially throughout a figure. To facilitate the training of machine learning systems, the corpus also includes side data that can be used to formulate auxiliary objectives. In particular, we provide the numerical data used to generate each figure as well as bounding-box annotations for all plot elements. We study the proposed visual reasoning task by training several models, including the recently proposed Relation Network as a strong baseline. Preliminary results indicate that the task poses a significant machine learning challenge. We envision FigureQA as a first step towards developing models that can intuitively recognize patterns from visual representations of data.
Context Canvas: Enhancing Text-to-Image Diffusion Models with Knowledge Graph-Based RAG
We introduce a novel approach to enhance the capabilities of text-to-image models by incorporating a graph-based RAG. Our system dynamically retrieves detailed character information and relational data from the knowledge graph, enabling the generation of visually accurate and contextually rich images. This capability significantly improves upon the limitations of existing T2I models, which often struggle with the accurate depiction of complex or culturally specific subjects due to dataset constraints. Furthermore, we propose a novel self-correcting mechanism for text-to-image models to ensure consistency and fidelity in visual outputs, leveraging the rich context from the graph to guide corrections. Our qualitative and quantitative experiments demonstrate that Context Canvas significantly enhances the capabilities of popular models such as Flux, Stable Diffusion, and DALL-E, and improves the functionality of ControlNet for fine-grained image editing tasks. To our knowledge, Context Canvas represents the first application of graph-based RAG in enhancing T2I models, representing a significant advancement for producing high-fidelity, context-aware multi-faceted images.
KeySG: Hierarchical Keyframe-Based 3D Scene Graphs
In recent years, 3D scene graphs have emerged as a powerful world representation, offering both geometric accuracy and semantic richness. Combining 3D scene graphs with large language models enables robots to reason, plan, and navigate in complex human-centered environments. However, current approaches for constructing 3D scene graphs are semantically limited to a predefined set of relationships, and their serialization in large environments can easily exceed an LLM's context window. We introduce KeySG, a framework that represents 3D scenes as a hierarchical graph consisting of floors, rooms, objects, and functional elements, where nodes are augmented with multi-modal information extracted from keyframes selected to optimize geometric and visual coverage. The keyframes allow us to efficiently leverage VLM to extract scene information, alleviating the need to explicitly model relationship edges between objects, enabling more general, task-agnostic reasoning and planning. Our approach can process complex and ambiguous queries while mitigating the scalability issues associated with large scene graphs by utilizing a hierarchical retrieval-augmented generation (RAG) pipeline to extract relevant context from the graph. Evaluated across four distinct benchmarks -- including 3D object segmentation and complex query retrieval -- KeySG outperforms prior approaches on most metrics, demonstrating its superior semantic richness and efficiency.
Deep Learning Fusion For Effective Malware Detection: Leveraging Visual Features
Malware has become a formidable threat as it has been growing exponentially in number and sophistication, thus, it is imperative to have a solution that is easy to implement, reliable, and effective. While recent research has introduced deep learning multi-feature fusion algorithms, they lack a proper explanation. In this work, we investigate the power of fusing Convolutional Neural Network models trained on different modalities of a malware executable. We are proposing a novel multimodal fusion algorithm, leveraging three different visual malware features: Grayscale Image, Entropy Graph, and SimHash Image, with which we conducted exhaustive experiments independently on each feature and combinations of all three of them using fusion operators such as average, maximum, add, and concatenate for effective malware detection and classification. The proposed strategy has a detection rate of 1.00 (on a scale of 0-1) in identifying malware in the given dataset. We explained its interpretability with visualization techniques such as t-SNE and Grad-CAM. Experimental results show the model works even for a highly imbalanced dataset. We also assessed the effectiveness of the proposed method on obfuscated malware and achieved state-of-the-art results. The proposed methodology is more reliable as our findings prove VGG16 model can detect and classify malware in a matter of seconds in real-time.
FACTUAL: A Benchmark for Faithful and Consistent Textual Scene Graph Parsing
Textual scene graph parsing has become increasingly important in various vision-language applications, including image caption evaluation and image retrieval. However, existing scene graph parsers that convert image captions into scene graphs often suffer from two types of errors. First, the generated scene graphs fail to capture the true semantics of the captions or the corresponding images, resulting in a lack of faithfulness. Second, the generated scene graphs have high inconsistency, with the same semantics represented by different annotations. To address these challenges, we propose a novel dataset, which involves re-annotating the captions in Visual Genome (VG) using a new intermediate representation called FACTUAL-MR. FACTUAL-MR can be directly converted into faithful and consistent scene graph annotations. Our experimental results clearly demonstrate that the parser trained on our dataset outperforms existing approaches in terms of faithfulness and consistency. This improvement leads to a significant performance boost in both image caption evaluation and zero-shot image retrieval tasks. Furthermore, we introduce a novel metric for measuring scene graph similarity, which, when combined with the improved scene graph parser, achieves state-of-the-art (SOTA) results on multiple benchmark datasets for the aforementioned tasks. The code and dataset are available at https://github.com/zhuang-li/FACTUAL .
Vision-based Manipulation from Single Human Video with Open-World Object Graphs
We present an object-centric approach to empower robots to learn vision-based manipulation skills from human videos. We investigate the problem of imitating robot manipulation from a single human video in the open-world setting, where a robot must learn to manipulate novel objects from one video demonstration. We introduce ORION, an algorithm that tackles the problem by extracting an object-centric manipulation plan from a single RGB-D video and deriving a policy that conditions on the extracted plan. Our method enables the robot to learn from videos captured by daily mobile devices such as an iPad and generalize the policies to deployment environments with varying visual backgrounds, camera angles, spatial layouts, and novel object instances. We systematically evaluate our method on both short-horizon and long-horizon tasks, demonstrating the efficacy of ORION in learning from a single human video in the open world. Videos can be found in the project website https://ut-austin-rpl.github.io/ORION-release.
State of the Art on Diffusion Models for Visual Computing
The field of visual computing is rapidly advancing due to the emergence of generative artificial intelligence (AI), which unlocks unprecedented capabilities for the generation, editing, and reconstruction of images, videos, and 3D scenes. In these domains, diffusion models are the generative AI architecture of choice. Within the last year alone, the literature on diffusion-based tools and applications has seen exponential growth and relevant papers are published across the computer graphics, computer vision, and AI communities with new works appearing daily on arXiv. This rapid growth of the field makes it difficult to keep up with all recent developments. The goal of this state-of-the-art report (STAR) is to introduce the basic mathematical concepts of diffusion models, implementation details and design choices of the popular Stable Diffusion model, as well as overview important aspects of these generative AI tools, including personalization, conditioning, inversion, among others. Moreover, we give a comprehensive overview of the rapidly growing literature on diffusion-based generation and editing, categorized by the type of generated medium, including 2D images, videos, 3D objects, locomotion, and 4D scenes. Finally, we discuss available datasets, metrics, open challenges, and social implications. This STAR provides an intuitive starting point to explore this exciting topic for researchers, artists, and practitioners alike.
Multimodal Subtask Graph Generation from Instructional Videos
Real-world tasks consist of multiple inter-dependent subtasks (e.g., a dirty pan needs to be washed before it can be used for cooking). In this work, we aim to model the causal dependencies between such subtasks from instructional videos describing the task. This is a challenging problem since complete information about the world is often inaccessible from videos, which demands robust learning mechanisms to understand the causal structure of events. We present Multimodal Subtask Graph Generation (MSG2), an approach that constructs a Subtask Graph defining the dependency between a task's subtasks relevant to a task from noisy web videos. Graphs generated by our multimodal approach are closer to human-annotated graphs compared to prior approaches. MSG2 further performs the downstream task of next subtask prediction 85% and 30% more accurately than recent video transformer models in the ProceL and CrossTask datasets, respectively.
Generating Pedagogically Meaningful Visuals for Math Word Problems: A New Benchmark and Analysis of Text-to-Image Models
Visuals are valuable tools for teaching math word problems (MWPs), helping young learners interpret textual descriptions into mathematical expressions before solving them. However, creating such visuals is labor-intensive and there is a lack of automated methods to support this process. In this paper, we present Math2Visual, an automatic framework for generating pedagogically meaningful visuals from MWP text descriptions. Math2Visual leverages a pre-defined visual language and a design space grounded in interviews with math teachers, to illustrate the core mathematical relationships in MWPs. Using Math2Visual, we construct an annotated dataset of 1,903 visuals and evaluate Text-to-Image (TTI) models for their ability to generate visuals that align with our design. We further fine-tune several TTI models with our dataset, demonstrating improvements in educational visual generation. Our work establishes a new benchmark for automated generation of pedagogically meaningful visuals and offers insights into key challenges in producing multimodal educational content, such as the misrepresentation of mathematical relationships and the omission of essential visual elements.
Modeling Dynamic Environments with Scene Graph Memory
Embodied AI agents that search for objects in large environments such as households often need to make efficient decisions by predicting object locations based on partial information. We pose this as a new type of link prediction problem: link prediction on partially observable dynamic graphs. Our graph is a representation of a scene in which rooms and objects are nodes, and their relationships are encoded in the edges; only parts of the changing graph are known to the agent at each timestep. This partial observability poses a challenge to existing link prediction approaches, which we address. We propose a novel state representation -- Scene Graph Memory (SGM) -- with captures the agent's accumulated set of observations, as well as a neural net architecture called a Node Edge Predictor (NEP) that extracts information from the SGM to search efficiently. We evaluate our method in the Dynamic House Simulator, a new benchmark that creates diverse dynamic graphs following the semantic patterns typically seen at homes, and show that NEP can be trained to predict the locations of objects in a variety of environments with diverse object movement dynamics, outperforming baselines both in terms of new scene adaptability and overall accuracy. The codebase and more can be found at https://www.scenegraphmemory.com.
FunGraph: Functionality Aware 3D Scene Graphs for Language-Prompted Scene Interaction
The concept of 3D scene graphs is increasingly recognized as a powerful semantic and hierarchical representation of the environment. Current approaches often address this at a coarse, object-level resolution. In contrast, our goal is to develop a representation that enables robots to directly interact with their environment by identifying both the location of functional interactive elements and how these can be used. To achieve this, we focus on detecting and storing objects at a finer resolution, focusing on affordance-relevant parts. The primary challenge lies in the scarcity of data that extends beyond instance-level detection and the inherent difficulty of capturing detailed object features using robotic sensors. We leverage currently available 3D resources to generate 2D data and train a detector, which is then used to augment the standard 3D scene graph generation pipeline. Through our experiments, we demonstrate that our approach achieves functional element segmentation comparable to state-of-the-art 3D models and that our augmentation enables task-driven affordance grounding with higher accuracy than the current solutions. See our project page at https://fungraph.github.io.
DiagrammerGPT: Generating Open-Domain, Open-Platform Diagrams via LLM Planning
Text-to-image (T2I) generation has seen significant growth over the past few years. Despite this, there has been little work on generating diagrams with T2I models. A diagram is a symbolic/schematic representation that explains information using structurally rich and spatially complex visualizations (e.g., a dense combination of related objects, text labels, directional arrows, connection lines, etc.). Existing state-of-the-art T2I models often fail at diagram generation because they lack fine-grained object layout control when many objects are densely connected via complex relations such as arrows/lines and also often fail to render comprehensible text labels. To address this gap, we present DiagrammerGPT, a novel two-stage text-to-diagram generation framework that leverages the layout guidance capabilities of LLMs (e.g., GPT-4) to generate more accurate open-domain, open-platform diagrams. In the first stage, we use LLMs to generate and iteratively refine 'diagram plans' (in a planner-auditor feedback loop) which describe all the entities (objects and text labels), their relationships (arrows or lines), and their bounding box layouts. In the second stage, we use a diagram generator, DiagramGLIGEN, and a text label rendering module to generate diagrams following the diagram plans. To benchmark the text-to-diagram generation task, we introduce AI2D-Caption, a densely annotated diagram dataset built on top of the AI2D dataset. We show quantitatively and qualitatively that our DiagrammerGPT framework produces more accurate diagrams, outperforming existing T2I models. We also provide comprehensive analysis including open-domain diagram generation, vector graphic diagram generation in different platforms, human-in-the-loop diagram plan editing, and multimodal planner/auditor LLMs (e.g., GPT-4Vision). We hope our work can inspire further research on diagram generation via T2I models and LLMs.
Robust Graph Structure Learning via Multiple Statistical Tests
Graph structure learning aims to learn connectivity in a graph from data. It is particularly important for many computer vision related tasks since no explicit graph structure is available for images for most cases. A natural way to construct a graph among images is to treat each image as a node and assign pairwise image similarities as weights to corresponding edges. It is well known that pairwise similarities between images are sensitive to the noise in feature representations, leading to unreliable graph structures. We address this problem from the viewpoint of statistical tests. By viewing the feature vector of each node as an independent sample, the decision of whether creating an edge between two nodes based on their similarity in feature representation can be thought as a {it single} statistical test. To improve the robustness in the decision of creating an edge, multiple samples are drawn and integrated by {it multiple} statistical tests to generate a more reliable similarity measure, consequentially more reliable graph structure. The corresponding elegant matrix form named B-Attention is designed for efficiency. The effectiveness of multiple tests for graph structure learning is verified both theoretically and empirically on multiple clustering and ReID benchmark datasets. Source codes are available at https://github.com/Thomas-wyh/B-Attention.
GreedyViG: Dynamic Axial Graph Construction for Efficient Vision GNNs
Vision graph neural networks (ViG) offer a new avenue for exploration in computer vision. A major bottleneck in ViGs is the inefficient k-nearest neighbor (KNN) operation used for graph construction. To solve this issue, we propose a new method for designing ViGs, Dynamic Axial Graph Construction (DAGC), which is more efficient than KNN as it limits the number of considered graph connections made within an image. Additionally, we propose a novel CNN-GNN architecture, GreedyViG, which uses DAGC. Extensive experiments show that GreedyViG beats existing ViG, CNN, and ViT architectures in terms of accuracy, GMACs, and parameters on image classification, object detection, instance segmentation, and semantic segmentation tasks. Our smallest model, GreedyViG-S, achieves 81.1% top-1 accuracy on ImageNet-1K, 2.9% higher than Vision GNN and 2.2% higher than Vision HyperGraph Neural Network (ViHGNN), with less GMACs and a similar number of parameters. Our largest model, GreedyViG-B obtains 83.9% top-1 accuracy, 0.2% higher than Vision GNN, with a 66.6% decrease in parameters and a 69% decrease in GMACs. GreedyViG-B also obtains the same accuracy as ViHGNN with a 67.3% decrease in parameters and a 71.3% decrease in GMACs. Our work shows that hybrid CNN-GNN architectures not only provide a new avenue for designing efficient models, but that they can also exceed the performance of current state-of-the-art models.
Neural Architecture Retrieval
With the increasing number of new neural architecture designs and substantial existing neural architectures, it becomes difficult for the researchers to situate their contributions compared with existing neural architectures or establish the connections between their designs and other relevant ones. To discover similar neural architectures in an efficient and automatic manner, we define a new problem Neural Architecture Retrieval which retrieves a set of existing neural architectures which have similar designs to the query neural architecture. Existing graph pre-training strategies cannot address the computational graph in neural architectures due to the graph size and motifs. To fulfill this potential, we propose to divide the graph into motifs which are used to rebuild the macro graph to tackle these issues, and introduce multi-level contrastive learning to achieve accurate graph representation learning. Extensive evaluations on both human-designed and synthesized neural architectures demonstrate the superiority of our algorithm. Such a dataset which contains 12k real-world network architectures, as well as their embedding, is built for neural architecture retrieval.
ConceptGraphs: Open-Vocabulary 3D Scene Graphs for Perception and Planning
For robots to perform a wide variety of tasks, they require a 3D representation of the world that is semantically rich, yet compact and efficient for task-driven perception and planning. Recent approaches have attempted to leverage features from large vision-language models to encode semantics in 3D representations. However, these approaches tend to produce maps with per-point feature vectors, which do not scale well in larger environments, nor do they contain semantic spatial relationships between entities in the environment, which are useful for downstream planning. In this work, we propose ConceptGraphs, an open-vocabulary graph-structured representation for 3D scenes. ConceptGraphs is built by leveraging 2D foundation models and fusing their output to 3D by multi-view association. The resulting representations generalize to novel semantic classes, without the need to collect large 3D datasets or finetune models. We demonstrate the utility of this representation through a number of downstream planning tasks that are specified through abstract (language) prompts and require complex reasoning over spatial and semantic concepts. (Project page: https://concept-graphs.github.io/ Explainer video: https://youtu.be/mRhNkQwRYnc )
R-VLM: Region-Aware Vision Language Model for Precise GUI Grounding
Visual agent models for automating human activities on Graphical User Interfaces (GUIs) have emerged as a promising research direction, driven by advances in large Vision Language Models (VLMs). A critical challenge in GUI automation is the precise grounding of interface elements across diverse platforms. Existing vision-only GUI agents directly ground elements from large and cluttered screenshots, requiring them to process substantial irrelevant information that compromises their accuracy. In addition, these approaches typically employ basic cross-entropy loss for learning grounding objectives, which fails to effectively capture grounding quality compared to established object detection metrics like Intersection-over-Union (IoU). To address these issues, we introduce R-VLM, a novel GUI grounding approach that leverages zoomed-in region proposals for precise element localization. We also propose an IoU-aware objective function that facilitates model convergence toward high IoU predictions. Our approach bridges the gap between VLMs and conventional object detection techniques, improving the state-of-the-art grounding accuracy by 13% across diverse GUI platforms on the GUI grounding benchmarks ScreenSpot and AgentStudio. In addition, our R-VLM approach shows 3.2-9.7% absolute accuracy improvements in GUI navigation tasks on the AITW and Mind2Web benchmarks.
PosterLlama: Bridging Design Ability of Langauge Model to Contents-Aware Layout Generation
Visual layout plays a critical role in graphic design fields such as advertising, posters, and web UI design. The recent trend towards content-aware layout generation through generative models has shown promise, yet it often overlooks the semantic intricacies of layout design by treating it as a simple numerical optimization. To bridge this gap, we introduce PosterLlama, a network designed for generating visually and textually coherent layouts by reformatting layout elements into HTML code and leveraging the rich design knowledge embedded within language models. Furthermore, we enhance the robustness of our model with a unique depth-based poster augmentation strategy. This ensures our generated layouts remain semantically rich but also visually appealing, even with limited data. Our extensive evaluations across several benchmarks demonstrate that PosterLlama outperforms existing methods in producing authentic and content-aware layouts. It supports an unparalleled range of conditions, including but not limited to unconditional layout generation, element conditional layout generation, layout completion, among others, serving as a highly versatile user manipulation tool.
Zebra-CoT: A Dataset for Interleaved Vision Language Reasoning
Humans often use visual aids, for example diagrams or sketches, when solving complex problems. Training multimodal models to do the same, known as Visual Chain of Thought (Visual CoT), is challenging due to: (1) poor off-the-shelf visual CoT performance, which hinders reinforcement learning, and (2) the lack of high-quality visual CoT training data. We introduce Zebra-CoT, a diverse large-scale dataset with 182,384 samples, containing logically coherent interleaved text-image reasoning traces. We focus on four categories of tasks where sketching or visual reasoning is especially natural, spanning scientific questions such as geometry, physics, and algorithms; 2D visual reasoning tasks like visual search and jigsaw puzzles; 3D reasoning tasks including 3D multi-hop inference, embodied and robot planning; visual logic problems and strategic games like chess. Fine-tuning the Anole-7B model on the Zebra-CoT training corpus results in an improvement of +12% in our test-set accuracy and yields up to +13% performance gain on standard VLM benchmark evaluations. Fine-tuning Bagel-7B yields a model that generates high-quality interleaved visual reasoning chains, underscoring Zebra-CoT's effectiveness for developing multimodal reasoning abilities. We open-source our dataset and models to support development and evaluation of visual CoT.
Self-Supervised Transformers for Unsupervised Object Discovery using Normalized Cut
Transformers trained with self-supervised learning using self-distillation loss (DINO) have been shown to produce attention maps that highlight salient foreground objects. In this paper, we demonstrate a graph-based approach that uses the self-supervised transformer features to discover an object from an image. Visual tokens are viewed as nodes in a weighted graph with edges representing a connectivity score based on the similarity of tokens. Foreground objects can then be segmented using a normalized graph-cut to group self-similar regions. We solve the graph-cut problem using spectral clustering with generalized eigen-decomposition and show that the second smallest eigenvector provides a cutting solution since its absolute value indicates the likelihood that a token belongs to a foreground object. Despite its simplicity, this approach significantly boosts the performance of unsupervised object discovery: we improve over the recent state of the art LOST by a margin of 6.9%, 8.1%, and 8.1% respectively on the VOC07, VOC12, and COCO20K. The performance can be further improved by adding a second stage class-agnostic detector (CAD). Our proposed method can be easily extended to unsupervised saliency detection and weakly supervised object detection. For unsupervised saliency detection, we improve IoU for 4.9%, 5.2%, 12.9% on ECSSD, DUTS, DUT-OMRON respectively compared to previous state of the art. For weakly supervised object detection, we achieve competitive performance on CUB and ImageNet.
DLT: Conditioned layout generation with Joint Discrete-Continuous Diffusion Layout Transformer
Generating visual layouts is an essential ingredient of graphic design. The ability to condition layout generation on a partial subset of component attributes is critical to real-world applications that involve user interaction. Recently, diffusion models have demonstrated high-quality generative performances in various domains. However, it is unclear how to apply diffusion models to the natural representation of layouts which consists of a mix of discrete (class) and continuous (location, size) attributes. To address the conditioning layout generation problem, we introduce DLT, a joint discrete-continuous diffusion model. DLT is a transformer-based model which has a flexible conditioning mechanism that allows for conditioning on any given subset of all the layout component classes, locations, and sizes. Our method outperforms state-of-the-art generative models on various layout generation datasets with respect to different metrics and conditioning settings. Additionally, we validate the effectiveness of our proposed conditioning mechanism and the joint continuous-diffusion process. This joint process can be incorporated into a wide range of mixed discrete-continuous generative tasks.
FlowLearn: Evaluating Large Vision-Language Models on Flowchart Understanding
Flowcharts are graphical tools for representing complex concepts in concise visual representations. This paper introduces the FlowLearn dataset, a resource tailored to enhance the understanding of flowcharts. FlowLearn contains complex scientific flowcharts and simulated flowcharts. The scientific subset contains 3,858 flowcharts sourced from scientific literature and the simulated subset contains 10,000 flowcharts created using a customizable script. The dataset is enriched with annotations for visual components, OCR, Mermaid code representation, and VQA question-answer pairs. Despite the proven capabilities of Large Vision-Language Models (LVLMs) in various visual understanding tasks, their effectiveness in decoding flowcharts - a crucial element of scientific communication - has yet to be thoroughly investigated. The FlowLearn test set is crafted to assess the performance of LVLMs in flowchart comprehension. Our study thoroughly evaluates state-of-the-art LVLMs, identifying existing limitations and establishing a foundation for future enhancements in this relatively underexplored domain. For instance, in tasks involving simulated flowcharts, GPT-4V achieved the highest accuracy (58%) in counting the number of nodes, while Claude recorded the highest accuracy (83%) in OCR tasks. Notably, no single model excels in all tasks within the FlowLearn framework, highlighting significant opportunities for further development.
Retrieval-Augmented Layout Transformer for Content-Aware Layout Generation
Content-aware graphic layout generation aims to automatically arrange visual elements along with a given content, such as an e-commerce product image. In this paper, we argue that the current layout generation approaches suffer from the limited training data for the high-dimensional layout structure. We show that a simple retrieval augmentation can significantly improve the generation quality. Our model, which is named Retrieval-Augmented Layout Transformer (RALF), retrieves nearest neighbor layout examples based on an input image and feeds these results into an autoregressive generator. Our model can apply retrieval augmentation to various controllable generation tasks and yield high-quality layouts within a unified architecture. Our extensive experiments show that RALF successfully generates content-aware layouts in both constrained and unconstrained settings and significantly outperforms the baselines.
LayoutDETR: Detection Transformer Is a Good Multimodal Layout Designer
Graphic layout designs play an essential role in visual communication. Yet handcrafting layout designs is skill-demanding, time-consuming, and non-scalable to batch production. Generative models emerge to make design automation scalable but it remains non-trivial to produce designs that comply with designers' multimodal desires, i.e., constrained by background images and driven by foreground content. We propose LayoutDETR that inherits the high quality and realism from generative modeling, while reformulating content-aware requirements as a detection problem: we learn to detect in a background image the reasonable locations, scales, and spatial relations for multimodal foreground elements in a layout. Our solution sets a new state-of-the-art performance for layout generation on public benchmarks and on our newly-curated ad banner dataset. We integrate our solution into a graphical system that facilitates user studies, and show that users prefer our designs over baselines by significant margins. Our code, models, dataset, graphical system, and demos are available at https://github.com/salesforce/LayoutDETR.
Compositional Chain-of-Thought Prompting for Large Multimodal Models
The combination of strong visual backbones and Large Language Model (LLM) reasoning has led to Large Multimodal Models (LMMs) becoming the current standard for a wide range of vision and language (VL) tasks. However, recent research has shown that even the most advanced LMMs still struggle to capture aspects of compositional visual reasoning, such as attributes and relationships between objects. One solution is to utilize scene graphs (SGs)--a formalization of objects and their relations and attributes that has been extensively used as a bridge between the visual and textual domains. Yet, scene graph data requires scene graph annotations, which are expensive to collect and thus not easily scalable. Moreover, finetuning an LMM based on SG data can lead to catastrophic forgetting of the pretraining objective. To overcome this, inspired by chain-of-thought methods, we propose Compositional Chain-of-Thought (CCoT), a novel zero-shot Chain-of-Thought prompting method that utilizes SG representations in order to extract compositional knowledge from an LMM. Specifically, we first generate an SG using the LMM, and then use that SG in the prompt to produce a response. Through extensive experiments, we find that the proposed CCoT approach not only improves LMM performance on several vision and language VL compositional benchmarks but also improves the performance of several popular LMMs on general multimodal benchmarks, without the need for fine-tuning or annotated ground-truth SGs. Code: https://github.com/chancharikmitra/CCoT
ChartGalaxy: A Dataset for Infographic Chart Understanding and Generation
Infographic charts are a powerful medium for communicating abstract data by combining visual elements (e.g., charts, images) with textual information. However, their visual and structural richness poses challenges for large vision-language models (LVLMs), which are typically trained on plain charts. To bridge this gap, we introduce ChartGalaxy, a million-scale dataset designed to advance the understanding and generation of infographic charts. The dataset is constructed through an inductive process that identifies 75 chart types, 330 chart variations, and 68 layout templates from real infographic charts and uses them to create synthetic ones programmatically. We showcase the utility of this dataset through: 1) improving infographic chart understanding via fine-tuning, 2) benchmarking code generation for infographic charts, and 3) enabling example-based infographic chart generation. By capturing the visual and structural complexity of real design, ChartGalaxy provides a useful resource for enhancing multimodal reasoning and generation in LVLMs.
Relation Rectification in Diffusion Model
Despite their exceptional generative abilities, large text-to-image diffusion models, much like skilled but careless artists, often struggle with accurately depicting visual relationships between objects. This issue, as we uncover through careful analysis, arises from a misaligned text encoder that struggles to interpret specific relationships and differentiate the logical order of associated objects. To resolve this, we introduce a novel task termed Relation Rectification, aiming to refine the model to accurately represent a given relationship it initially fails to generate. To address this, we propose an innovative solution utilizing a Heterogeneous Graph Convolutional Network (HGCN). It models the directional relationships between relation terms and corresponding objects within the input prompts. Specifically, we optimize the HGCN on a pair of prompts with identical relational words but reversed object orders, supplemented by a few reference images. The lightweight HGCN adjusts the text embeddings generated by the text encoder, ensuring the accurate reflection of the textual relation in the embedding space. Crucially, our method retains the parameters of the text encoder and diffusion model, preserving the model's robust performance on unrelated descriptions. We validated our approach on a newly curated dataset of diverse relational data, demonstrating both quantitative and qualitative enhancements in generating images with precise visual relations. Project page: https://wuyinwei-hah.github.io/rrnet.github.io/.
GNN-ViTCap: GNN-Enhanced Multiple Instance Learning with Vision Transformers for Whole Slide Image Classification and Captioning
Microscopic assessment of histopathology images is vital for accurate cancer diagnosis and treatment. Whole Slide Image (WSI) classification and captioning have become crucial tasks in computer-aided pathology. However, microscopic WSI face challenges such as redundant patches and unknown patch positions due to subjective pathologist captures. Moreover, generating automatic pathology captions remains a significant challenge. To address these issues, we introduce a novel GNN-ViTCap framework for classification and caption generation from histopathological microscopic images. First, a visual feature extractor generates patch embeddings. Redundant patches are then removed by dynamically clustering these embeddings using deep embedded clustering and selecting representative patches via a scalar dot attention mechanism. We build a graph by connecting each node to its nearest neighbors in the similarity matrix and apply a graph neural network to capture both local and global context. The aggregated image embeddings are projected into the language model's input space through a linear layer and combined with caption tokens to fine-tune a large language model. We validate our method on the BreakHis and PatchGastric datasets. GNN-ViTCap achieves an F1 score of 0.934 and an AUC of 0.963 for classification, along with a BLEU-4 score of 0.811 and a METEOR score of 0.569 for captioning. Experimental results demonstrate that GNN-ViTCap outperforms state of the art approaches, offering a reliable and efficient solution for microscopy based patient diagnosis.
Visually Wired NFTs: Exploring the Role of Inspiration in Non-Fungible Tokens
The fervor for Non-Fungible Tokens (NFTs) attracted countless creators, leading to a Big Bang of digital assets driven by latent or explicit forms of inspiration, as in many creative processes. This work exploits Vision Transformers and graph-based modeling to delve into visual inspiration phenomena between NFTs over the years. Our goals include unveiling the main structural traits that shape visual inspiration networks, exploring the interrelation between visual inspiration and asset performances, investigating crypto influence on inspiration processes, and explaining the inspiration relationships among NFTs. Our findings unveil how the pervasiveness of inspiration led to a temporary saturation of the visual feature space, the impact of the dichotomy between inspiring and inspired NFTs on their financial performance, and an intrinsic self-regulatory mechanism between markets and inspiration waves. Our work can serve as a starting point for gaining a broader view of the evolution of Web3.
MobileViG: Graph-Based Sparse Attention for Mobile Vision Applications
Traditionally, convolutional neural networks (CNN) and vision transformers (ViT) have dominated computer vision. However, recently proposed vision graph neural networks (ViG) provide a new avenue for exploration. Unfortunately, for mobile applications, ViGs are computationally expensive due to the overhead of representing images as graph structures. In this work, we propose a new graph-based sparse attention mechanism, Sparse Vision Graph Attention (SVGA), that is designed for ViGs running on mobile devices. Additionally, we propose the first hybrid CNN-GNN architecture for vision tasks on mobile devices, MobileViG, which uses SVGA. Extensive experiments show that MobileViG beats existing ViG models and existing mobile CNN and ViT architectures in terms of accuracy and/or speed on image classification, object detection, and instance segmentation tasks. Our fastest model, MobileViG-Ti, achieves 75.7% top-1 accuracy on ImageNet-1K with 0.78 ms inference latency on iPhone 13 Mini NPU (compiled with CoreML), which is faster than MobileNetV2x1.4 (1.02 ms, 74.7% top-1) and MobileNetV2x1.0 (0.81 ms, 71.8% top-1). Our largest model, MobileViG-B obtains 82.6% top-1 accuracy with only 2.30 ms latency, which is faster and more accurate than the similarly sized EfficientFormer-L3 model (2.77 ms, 82.4%). Our work proves that well designed hybrid CNN-GNN architectures can be a new avenue of exploration for designing models that are extremely fast and accurate on mobile devices. Our code is publicly available at https://github.com/SLDGroup/MobileViG.
RoboPack: Learning Tactile-Informed Dynamics Models for Dense Packing
Tactile feedback is critical for understanding the dynamics of both rigid and deformable objects in many manipulation tasks, such as non-prehensile manipulation and dense packing. We introduce an approach that combines visual and tactile sensing for robotic manipulation by learning a neural, tactile-informed dynamics model. Our proposed framework, RoboPack, employs a recurrent graph neural network to estimate object states, including particles and object-level latent physics information, from historical visuo-tactile observations and to perform future state predictions. Our tactile-informed dynamics model, learned from real-world data, can solve downstream robotics tasks with model-predictive control. We demonstrate our approach on a real robot equipped with a compliant Soft-Bubble tactile sensor on non-prehensile manipulation and dense packing tasks, where the robot must infer the physics properties of objects from direct and indirect interactions. Trained on only an average of 30 minutes of real-world interaction data per task, our model can perform online adaptation and make touch-informed predictions. Through extensive evaluations in both long-horizon dynamics prediction and real-world manipulation, our method demonstrates superior effectiveness compared to previous learning-based and physics-based simulation systems.
Aguvis: Unified Pure Vision Agents for Autonomous GUI Interaction
Graphical User Interfaces (GUIs) are critical to human-computer interaction, yet automating GUI tasks remains challenging due to the complexity and variability of visual environments. Existing approaches often rely on textual representations of GUIs, which introduce limitations in generalization, efficiency, and scalability. In this paper, we introduce Aguvis, a unified pure vision-based framework for autonomous GUI agents that operates across various platforms. Our approach leverages image-based observations, and grounding instructions in natural language to visual elements, and employs a consistent action space to ensure cross-platform generalization. To address the limitations of previous work, we integrate explicit planning and reasoning within the model, enhancing its ability to autonomously navigate and interact with complex digital environments. We construct a large-scale dataset of GUI agent trajectories, incorporating multimodal reasoning and grounding, and employ a two-stage training pipeline that first focuses on general GUI grounding, followed by planning and reasoning. Through comprehensive experiments, we demonstrate that Aguvis surpasses previous state-of-the-art methods in both offline and real-world online scenarios, achieving, to our knowledge, the first fully autonomous pure vision GUI agent capable of performing tasks independently without collaboration with external closed-source models. We open-sourced all datasets, models, and training recipes to facilitate future research at https://aguvis-project.github.io/.
NeuralSVG: An Implicit Representation for Text-to-Vector Generation
Vector graphics are essential in design, providing artists with a versatile medium for creating resolution-independent and highly editable visual content. Recent advancements in vision-language and diffusion models have fueled interest in text-to-vector graphics generation. However, existing approaches often suffer from over-parameterized outputs or treat the layered structure - a core feature of vector graphics - as a secondary goal, diminishing their practical use. Recognizing the importance of layered SVG representations, we propose NeuralSVG, an implicit neural representation for generating vector graphics from text prompts. Inspired by Neural Radiance Fields (NeRFs), NeuralSVG encodes the entire scene into the weights of a small MLP network, optimized using Score Distillation Sampling (SDS). To encourage a layered structure in the generated SVG, we introduce a dropout-based regularization technique that strengthens the standalone meaning of each shape. We additionally demonstrate that utilizing a neural representation provides an added benefit of inference-time control, enabling users to dynamically adapt the generated SVG based on user-provided inputs, all with a single learned representation. Through extensive qualitative and quantitative evaluations, we demonstrate that NeuralSVG outperforms existing methods in generating structured and flexible SVG.
Guiding VLM Agents with Process Rewards at Inference Time for GUI Navigation
Recent advancements in visual language models (VLMs) have notably enhanced their capabilities in handling complex Graphical User Interface (GUI) interaction tasks. Despite these improvements, current frameworks often struggle to generate correct actions in challenging GUI environments. State-of-the-art commercial VLMs are black-boxes, and fine-tuning open-source VLMs for GUI tasks requires significant resources. Additionally, existing trajectory-level evaluation and refinement techniques frequently fall short due to delayed feedback and local optimization issues. To address these challenges, we propose an approach that guides VLM agents with process supervision by a reward model during GUI navigation and control at inference time. This guidance allows the VLM agent to optimize actions at each inference step, thereby improving performance in both static and dynamic environments. In particular, our method demonstrates significant performance gains in three GUI navigation tasks, achieving a 3.4% improvement in single step action accuracy for static environments, along with a around 33% increase in task success rate in one dynamic environment. With further integration of trajectory reflection and retry mechanisms, we also demonstrate even greater enhancement in task success.
Charting the Design Space of Neural Graph Representations for Subgraph Matching
Subgraph matching is vital in knowledge graph (KG) question answering, molecule design, scene graph, code and circuit search, etc. Neural methods have shown promising results for subgraph matching. Our study of recent systems suggests refactoring them into a unified design space for graph matching networks. Existing methods occupy only a few isolated patches in this space, which remains largely uncharted. We undertake the first comprehensive exploration of this space, featuring such axes as attention-based vs. soft permutation-based interaction between query and corpus graphs, aligning nodes vs. edges, and the form of the final scoring network that integrates neural representations of the graphs. Our extensive experiments reveal that judicious and hitherto-unexplored combinations of choices in this space lead to large performance benefits. Beyond better performance, our study uncovers valuable insights and establishes general design principles for neural graph representation and interaction, which may be of wider interest.
MechGPT, a language-based strategy for mechanics and materials modeling that connects knowledge across scales, disciplines and modalities
For centuries, researchers have sought out ways to connect disparate areas of knowledge. While early scholars (Galileo, da Vinci, etc.) were experts across fields, specialization has taken hold later. With the advent of Artificial Intelligence, we can now explore relationships across areas (e.g., mechanics-biology) or disparate domains (e.g., failure mechanics-art). To achieve this, we use a fine-tuned Large Language Model (LLM), here for a subset of knowledge in multiscale materials failure. The approach includes the use of a general-purpose LLM to distill question-answer pairs from raw sources followed by LLM fine-tuning. The resulting MechGPT LLM foundation model is used in a series of computational experiments to explore its capacity for knowledge retrieval, various language tasks, hypothesis generation, and connecting knowledge across disparate areas. While the model has some ability to recall knowledge from training, we find that LLMs are particularly useful to extract structural insights through Ontological Knowledge Graphs. These interpretable graph structures provide explanatory insights, frameworks for new research questions, and visual representations of knowledge that also can be used in retrieval-augmented generation. Three versions of MechGPT are discussed, featuring different sizes from 13 billion to 70 billion parameters, and reaching context lengths of more than 10,000 tokens. This provides ample capacity for sophisticated retrieval augmented strategies, as well as agent-based modeling where multiple LLMs interact collaboratively and/or adversarially, the incorporation of new data from the literature or web searches, as well as multimodality.
SportsHHI: A Dataset for Human-Human Interaction Detection in Sports Videos
Video-based visual relation detection tasks, such as video scene graph generation, play important roles in fine-grained video understanding. However, current video visual relation detection datasets have two main limitations that hinder the progress of research in this area. First, they do not explore complex human-human interactions in multi-person scenarios. Second, the relation types of existing datasets have relatively low-level semantics and can be often recognized by appearance or simple prior information, without the need for detailed spatio-temporal context reasoning. Nevertheless, comprehending high-level interactions between humans is crucial for understanding complex multi-person videos, such as sports and surveillance videos. To address this issue, we propose a new video visual relation detection task: video human-human interaction detection, and build a dataset named SportsHHI for it. SportsHHI contains 34 high-level interaction classes from basketball and volleyball sports. 118,075 human bounding boxes and 50,649 interaction instances are annotated on 11,398 keyframes. To benchmark this, we propose a two-stage baseline method and conduct extensive experiments to reveal the key factors for a successful human-human interaction detector. We hope that SportsHHI can stimulate research on human interaction understanding in videos and promote the development of spatio-temporal context modeling techniques in video visual relation detection.
Dodrio: Exploring Transformer Models with Interactive Visualization
Why do large pre-trained transformer-based models perform so well across a wide variety of NLP tasks? Recent research suggests the key may lie in multi-headed attention mechanism's ability to learn and represent linguistic information. Understanding how these models represent both syntactic and semantic knowledge is vital to investigate why they succeed and fail, what they have learned, and how they can improve. We present Dodrio, an open-source interactive visualization tool to help NLP researchers and practitioners analyze attention mechanisms in transformer-based models with linguistic knowledge. Dodrio tightly integrates an overview that summarizes the roles of different attention heads, and detailed views that help users compare attention weights with the syntactic structure and semantic information in the input text. To facilitate the visual comparison of attention weights and linguistic knowledge, Dodrio applies different graph visualization techniques to represent attention weights scalable to longer input text. Case studies highlight how Dodrio provides insights into understanding the attention mechanism in transformer-based models. Dodrio is available at https://poloclub.github.io/dodrio/.
GTA1: GUI Test-time Scaling Agent
Graphical user interface (GUI) agents autonomously operate across platforms (e.g., Linux) to complete tasks by interacting with visual elements. Specifically, a user instruction is decomposed into a sequence of action proposals, each corresponding to an interaction with the GUI. After each action, the agent observes the updated GUI environment to plan the next step. However, two main challenges arise: i) resolving ambiguity in task planning (i.e., the action proposal sequence), where selecting an appropriate plan is non-trivial, as many valid ones may exist; ii) accurately grounding actions in complex and high-resolution interfaces, i.e., precisely interacting with visual targets. This paper investigates the two aforementioned challenges with our GUI Test-time Scaling Agent, namely GTA1. First, to select the most appropriate action proposal, we introduce a test-time scaling method. At each step, we sample multiple candidate action proposals and leverage a judge model to evaluate and select the most suitable one. It trades off computation for better decision quality by concurrent sampling, shortening task execution steps, and improving overall performance. Second, we propose a model that achieves improved accuracy when grounding the selected action proposal to its corresponding visual elements. Our key insight is that reinforcement learning (RL) facilitates visual grounding through inherent objective alignments, rewarding successful clicks on interface elements. Experimentally, our method establishes state-of-the-art performance across diverse benchmarks. For example, GTA1-7B achieves 50.1%, 92.4%, and 67.7% accuracies on Screenspot-Pro, Screenspot-V2, and OSWorld-G, respectively. When paired with a planner applying our test-time scaling strategy, it exhibits state-of-the-art agentic performance (e.g., 45.2% task success rate on OSWorld). We open-source our code and models here.
GaussianProperty: Integrating Physical Properties to 3D Gaussians with LMMs
Estimating physical properties for visual data is a crucial task in computer vision, graphics, and robotics, underpinning applications such as augmented reality, physical simulation, and robotic grasping. However, this area remains under-explored due to the inherent ambiguities in physical property estimation. To address these challenges, we introduce GaussianProperty, a training-free framework that assigns physical properties of materials to 3D Gaussians. Specifically, we integrate the segmentation capability of SAM with the recognition capability of GPT-4V(ision) to formulate a global-local physical property reasoning module for 2D images. Then we project the physical properties from multi-view 2D images to 3D Gaussians using a voting strategy. We demonstrate that 3D Gaussians with physical property annotations enable applications in physics-based dynamic simulation and robotic grasping. For physics-based dynamic simulation, we leverage the Material Point Method (MPM) for realistic dynamic simulation. For robot grasping, we develop a grasping force prediction strategy that estimates a safe force range required for object grasping based on the estimated physical properties. Extensive experiments on material segmentation, physics-based dynamic simulation, and robotic grasping validate the effectiveness of our proposed method, highlighting its crucial role in understanding physical properties from visual data. Online demo, code, more cases and annotated datasets are available on https://Gaussian-Property.github.io{this https URL}.
Mano Report
Graphical user interfaces (GUIs) are the primary medium for human-computer interaction, yet automating GUI interactions remains challenging due to the complexity of visual elements, dynamic environments, and the need for multi-step reasoning. Existing methods based on vision-language models (VLMs) often suffer from limited resolution, domain mismatch, and insufficient sequential decisionmaking capability. To address these issues, we propose Mano, a robust GUI agent built upon a multi-modal foundation model pre-trained on extensive web and computer system data. Our approach integrates a novel simulated environment for high-fidelity data generation, a three-stage training pipeline (supervised fine-tuning, offline reinforcement learning, and online reinforcement learning), and a verification module for error recovery. Mano demonstrates state-of-the-art performance on multiple GUI benchmarks, including Mind2Web and OSWorld, achieving significant improvements in success rate and operational accuracy. Our work provides new insights into the effective integration of reinforcement learning with VLMs for practical GUI agent deployment, highlighting the importance of domain-specific data, iterative training, and holistic reward design.
Animate-A-Story: Storytelling with Retrieval-Augmented Video Generation
Generating videos for visual storytelling can be a tedious and complex process that typically requires either live-action filming or graphics animation rendering. To bypass these challenges, our key idea is to utilize the abundance of existing video clips and synthesize a coherent storytelling video by customizing their appearances. We achieve this by developing a framework comprised of two functional modules: (i) Motion Structure Retrieval, which provides video candidates with desired scene or motion context described by query texts, and (ii) Structure-Guided Text-to-Video Synthesis, which generates plot-aligned videos under the guidance of motion structure and text prompts. For the first module, we leverage an off-the-shelf video retrieval system and extract video depths as motion structure. For the second module, we propose a controllable video generation model that offers flexible controls over structure and characters. The videos are synthesized by following the structural guidance and appearance instruction. To ensure visual consistency across clips, we propose an effective concept personalization approach, which allows the specification of the desired character identities through text prompts. Extensive experiments demonstrate that our approach exhibits significant advantages over various existing baselines.
HMGIE: Hierarchical and Multi-Grained Inconsistency Evaluation for Vision-Language Data Cleansing
Visual-textual inconsistency (VTI) evaluation plays a crucial role in cleansing vision-language data. Its main challenges stem from the high variety of image captioning datasets, where differences in content can create a range of inconsistencies (\eg, inconsistencies in scene, entities, entity attributes, entity numbers, entity interactions). Moreover, variations in caption length can introduce inconsistencies at different levels of granularity as well. To tackle these challenges, we design an adaptive evaluation framework, called Hierarchical and Multi-Grained Inconsistency Evaluation (HMGIE), which can provide multi-grained evaluations covering both accuracy and completeness for various image-caption pairs. Specifically, the HMGIE framework is implemented by three consecutive modules. Firstly, the semantic graph generation module converts the image caption to a semantic graph for building a structural representation of all involved semantic items. Then, the hierarchical inconsistency evaluation module provides a progressive evaluation procedure with a dynamic question-answer generation and evaluation strategy guided by the semantic graph, producing a hierarchical inconsistency evaluation graph (HIEG). Finally, the quantitative evaluation module calculates the accuracy and completeness scores based on the HIEG, followed by a natural language explanation about the detection results. Moreover, to verify the efficacy and flexibility of the proposed framework on handling different image captioning datasets, we construct MVTID, an image-caption dataset with diverse types and granularities of inconsistencies. Extensive experiments on MVTID and other benchmark datasets demonstrate the superior performance of the proposed HMGIE to current state-of-the-art methods.
Grounding Multilingual Multimodal LLMs With Cultural Knowledge
Multimodal Large Language Models excel in high-resource settings, but often misinterpret long-tail cultural entities and underperform in low-resource languages. To address this gap, we propose a data-centric approach that directly grounds MLLMs in cultural knowledge. Leveraging a large scale knowledge graph from Wikidata, we collect images that represent culturally significant entities, and generate synthetic multilingual visual question answering data. The resulting dataset, CulturalGround, comprises 22 million high-quality, culturally-rich VQA pairs spanning 42 countries and 39 languages. We train an open-source MLLM CulturalPangea on CulturalGround, interleaving standard multilingual instruction-tuning data to preserve general abilities. CulturalPangea achieves state-of-the-art performance among open models on various culture-focused multilingual multimodal benchmarks, outperforming prior models by an average of 5.0 without degrading results on mainstream vision-language tasks. Our findings show that our targeted, culturally grounded approach could substantially narrow the cultural gap in MLLMs and offer a practical path towards globally inclusive multimodal systems.
BloomVQA: Assessing Hierarchical Multi-modal Comprehension
We propose a novel VQA dataset, based on picture stories designed for educating young children, that aims to facilitate comprehensive evaluation and characterization of vision-language models on comprehension tasks. Unlike current VQA datasets that often focus on fact-based memorization and simple reasoning tasks without principled scientific grounding, we collect data containing tasks reflecting different levels of comprehension and underlying cognitive processes, as laid out in Bloom's Taxonomy, a classic framework widely adopted in education research. The proposed BloomVQA dataset can be mapped to a hierarchical graph-based representation of visual stories, enabling automatic data augmentation and novel measures characterizing model consistency across the underlying taxonomy. We demonstrate graded evaluation and reliability analysis based on our proposed consistency metrics on state-of-the-art vision-language models. Our results suggest that, while current models achieve the most gain on low-level comprehension tasks, they generally fall short on high-level tasks requiring more advanced comprehension and cognitive skills, as 38.0% drop in VQA accuracy is observed comparing lowest and highest level tasks. Furthermore, current models show consistency patterns misaligned with human comprehension in various scenarios, suggesting emergent structures of model behaviors.
Chest ImaGenome Dataset for Clinical Reasoning
Despite the progress in automatic detection of radiologic findings from chest X-ray (CXR) images in recent years, a quantitative evaluation of the explainability of these models is hampered by the lack of locally labeled datasets for different findings. With the exception of a few expert-labeled small-scale datasets for specific findings, such as pneumonia and pneumothorax, most of the CXR deep learning models to date are trained on global "weak" labels extracted from text reports, or trained via a joint image and unstructured text learning strategy. Inspired by the Visual Genome effort in the computer vision community, we constructed the first Chest ImaGenome dataset with a scene graph data structure to describe 242,072 images. Local annotations are automatically produced using a joint rule-based natural language processing (NLP) and atlas-based bounding box detection pipeline. Through a radiologist constructed CXR ontology, the annotations for each CXR are connected as an anatomy-centered scene graph, useful for image-level reasoning and multimodal fusion applications. Overall, we provide: i) 1,256 combinations of relation annotations between 29 CXR anatomical locations (objects with bounding box coordinates) and their attributes, structured as a scene graph per image, ii) over 670,000 localized comparison relations (for improved, worsened, or no change) between the anatomical locations across sequential exams, as well as ii) a manually annotated gold standard scene graph dataset from 500 unique patients.
Space-Time Correspondence as a Contrastive Random Walk
This paper proposes a simple self-supervised approach for learning a representation for visual correspondence from raw video. We cast correspondence as prediction of links in a space-time graph constructed from video. In this graph, the nodes are patches sampled from each frame, and nodes adjacent in time can share a directed edge. We learn a representation in which pairwise similarity defines transition probability of a random walk, so that long-range correspondence is computed as a walk along the graph. We optimize the representation to place high probability along paths of similarity. Targets for learning are formed without supervision, by cycle-consistency: the objective is to maximize the likelihood of returning to the initial node when walking along a graph constructed from a palindrome of frames. Thus, a single path-level constraint implicitly supervises chains of intermediate comparisons. When used as a similarity metric without adaptation, the learned representation outperforms the self-supervised state-of-the-art on label propagation tasks involving objects, semantic parts, and pose. Moreover, we demonstrate that a technique we call edge dropout, as well as self-supervised adaptation at test-time, further improve transfer for object-centric correspondence.
The Scene Language: Representing Scenes with Programs, Words, and Embeddings
We introduce the Scene Language, a visual scene representation that concisely and precisely describes the structure, semantics, and identity of visual scenes. It represents a scene with three key components: a program that specifies the hierarchical and relational structure of entities in the scene, words in natural language that summarize the semantic class of each entity, and embeddings that capture the visual identity of each entity. This representation can be inferred from pre-trained language models via a training-free inference technique, given text or image inputs. The resulting scene can be rendered into images using traditional, neural, or hybrid graphics renderers. Together, this forms a robust, automated system for high-quality 3D and 4D scene generation. Compared with existing representations like scene graphs, our proposed Scene Language generates complex scenes with higher fidelity, while explicitly modeling the scene structures to enable precise control and editing.
Image-GS: Content-Adaptive Image Representation via 2D Gaussians
Neural image representations have emerged as a promising approach for encoding and rendering visual data. Combined with learning-based workflows, they demonstrate impressive trade-offs between visual fidelity and memory footprint. Existing methods in this domain, however, often rely on fixed data structures that suboptimally allocate memory or compute-intensive implicit models, hindering their practicality for real-time graphics applications. Inspired by recent advancements in radiance field rendering, we introduce Image-GS, a content-adaptive image representation based on 2D Gaussians. Leveraging a custom differentiable renderer, Image-GS reconstructs images by adaptively allocating and progressively optimizing a group of anisotropic, colored 2D Gaussians. It achieves a favorable balance between visual fidelity and memory efficiency across a variety of stylized images frequently seen in graphics workflows, especially for those showing non-uniformly distributed features and in low-bitrate regimes. Moreover, it supports hardware-friendly rapid random access for real-time usage, requiring only 0.3K MACs to decode a pixel. Through error-guided progressive optimization, Image-GS naturally constructs a smooth level-of-detail hierarchy. We demonstrate its versatility with several applications, including texture compression, semantics-aware compression, and joint image compression and restoration.
TextCenGen: Attention-Guided Text-Centric Background Adaptation for Text-to-Image Generation
Text-to-image (T2I) generation has made remarkable progress in producing high-quality images, but a fundamental challenge remains: creating backgrounds that naturally accommodate text placement without compromising image quality. This capability is non-trivial for real-world applications like graphic design, where clear visual hierarchy between content and text is essential. Prior work has primarily focused on arranging layouts within existing static images, leaving unexplored the potential of T2I models for generating text-friendly backgrounds. We present TextCenGen, a training-free dynamic background adaptation in the blank region for text-friendly image generation. Instead of directly reducing attention in text areas, which degrades image quality, we relocate conflicting objects before background optimization. Our method analyzes cross-attention maps to identify conflicting objects overlapping with text regions and uses a force-directed graph approach to guide their relocation, followed by attention excluding constraints to ensure smooth backgrounds. Our method is plug-and-play, requiring no additional training while well balancing both semantic fidelity and visual quality. Evaluated on our proposed text-friendly T2I benchmark of 27,000 images across four seed datasets, TextCenGen outperforms existing methods by achieving 23% lower saliency overlap in text regions while maintaining 98% of the semantic fidelity measured by CLIP score and our proposed Visual-Textual Concordance Metric (VTCM).
SVGDreamer++: Advancing Editability and Diversity in Text-Guided SVG Generation
Recently, text-guided scalable vector graphics (SVG) synthesis has demonstrated significant potential in domains such as iconography and sketching. However, SVGs generated from existing Text-to-SVG methods often lack editability and exhibit deficiencies in visual quality and diversity. In this paper, we propose a novel text-guided vector graphics synthesis method to address these limitations. To enhance the editability of output SVGs, we introduce a Hierarchical Image VEctorization (HIVE) framework that operates at the semantic object level and supervises the optimization of components within the vector object. This approach facilitates the decoupling of vector graphics into distinct objects and component levels. Our proposed HIVE algorithm, informed by image segmentation priors, not only ensures a more precise representation of vector graphics but also enables fine-grained editing capabilities within vector objects. To improve the diversity of output SVGs, we present a Vectorized Particle-based Score Distillation (VPSD) approach. VPSD addresses over-saturation issues in existing methods and enhances sample diversity. A pre-trained reward model is incorporated to re-weight vector particles, improving aesthetic appeal and enabling faster convergence. Additionally, we design a novel adaptive vector primitives control strategy, which allows for the dynamic adjustment of the number of primitives, thereby enhancing the presentation of graphic details. Extensive experiments validate the effectiveness of the proposed method, demonstrating its superiority over baseline methods in terms of editability, visual quality, and diversity. We also show that our new method supports up to six distinct vector styles, capable of generating high-quality vector assets suitable for stylized vector design and poster design. Code and demo will be released at: http://ximinng.github.io/SVGDreamerV2Project/
Loc-NeRF: Monte Carlo Localization using Neural Radiance Fields
We present Loc-NeRF, a real-time vision-based robot localization approach that combines Monte Carlo localization and Neural Radiance Fields (NeRF). Our system uses a pre-trained NeRF model as the map of an environment and can localize itself in real-time using an RGB camera as the only exteroceptive sensor onboard the robot. While neural radiance fields have seen significant applications for visual rendering in computer vision and graphics, they have found limited use in robotics. Existing approaches for NeRF-based localization require both a good initial pose guess and significant computation, making them impractical for real-time robotics applications. By using Monte Carlo localization as a workhorse to estimate poses using a NeRF map model, Loc-NeRF is able to perform localization faster than the state of the art and without relying on an initial pose estimate. In addition to testing on synthetic data, we also run our system using real data collected by a Clearpath Jackal UGV and demonstrate for the first time the ability to perform real-time global localization with neural radiance fields. We make our code publicly available at https://github.com/MIT-SPARK/Loc-NeRF.
d-SEAMS: Deferred Structural Elucidation Analysis for Molecular Simulations
Structural analyses are an integral part of computational research on nucleation and supercooled water, whose accuracy and efficiency can impact the validity and feasibility of such studies. The underlying molecular mechanisms of these often elusive and computationally expensive processes can be inferred from the evolution of ice-like structures, determined using appropriate structural analysis techniques. We present d-SEAMS, a free and open-source post-processing engine for the analysis of molecular dynamics trajectories, which is specifically able to qualitatively classify ice structures, in both strong confinement and bulk systems. For the first time, recent algorithms for confined ice structure determination have been implemented, along with topological network criteria for bulk ice structure determination. Recognizing the need for customization in structural analysis, d-SEAMS has a unique code architecture, built with `nix`, employing a `YAML`-`Lua` scripting pipeline. The software has been designed to be user-friendly and easy to extend. The engine outputs are compatible with popular graphics software suites, allowing for immediate visual insights into the systems studied. We demonstrate the features of d-SEAMS by using it to analyze nucleation in the bulk regime and for quasi-one and quasi-two-dimensional systems. Structural time evolution and quantitative metrics are determined for heterogenous ice nucleation on a silver-exposed beta-AgI surface, homogenous ice nucleation, flat monolayer square ice formation and freezing of an ice nanotube.
Concept-Oriented Deep Learning with Large Language Models
Large Language Models (LLMs) have been successfully used in many natural-language tasks and applications including text generation and AI chatbots. They also are a promising new technology for concept-oriented deep learning (CODL). However, the prerequisite is that LLMs understand concepts and ensure conceptual consistency. We discuss these in this paper, as well as major uses of LLMs for CODL including concept extraction from text, concept graph extraction from text, and concept learning. Human knowledge consists of both symbolic (conceptual) knowledge and embodied (sensory) knowledge. Text-only LLMs, however, can represent only symbolic (conceptual) knowledge. Multimodal LLMs, on the other hand, are capable of representing the full range (conceptual and sensory) of human knowledge. We discuss conceptual understanding in visual-language LLMs, the most important multimodal LLMs, and major uses of them for CODL including concept extraction from image, concept graph extraction from image, and concept learning. While uses of LLMs for CODL are valuable standalone, they are particularly valuable as part of LLM applications such as AI chatbots.
